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16
imgui.cpp
16
imgui.cpp
@ -414,6 +414,7 @@
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- window: get size/pos helpers given names (see discussion in #249)
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- window: a collapsed window can be stuck behind the main menu bar?
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- window: detect extra End() call that pop the "Debug" window out and assert at call site instead of later.
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- window: consider renaming "GetWindowFont" which conflict with old Windows #define (#340)
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- window/tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
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- draw-list: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command).
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!- scrolling: allow immediately effective change of scroll if we haven't appended items yet
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@ -5545,6 +5546,7 @@ bool ImGui::TreeNodeBehaviorIsOpened(ImGuiID id, ImGuiTreeNodeFlags flags)
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return opened;
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}
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// FIXME: Split into CollapsingHeader(label, default_open?) and TreeNodeBehavior(label), obsolete the 4 parameters function.
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bool ImGui::CollapsingHeader(const char* label, const char* str_id, bool display_frame, bool default_open)
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{
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ImGuiWindow* window = GetCurrentWindow();
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@ -7122,7 +7124,7 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
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}
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// Edit a string of text
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// FIXME: This is rather complex partly because we are doing UTF8 > u16 > UTF8 conversions on the go to more easily handle stb_textedit calls. Ideally we should stay in UTF-8 all the time.
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// FIXME: Rather messy function partly because we are doing UTF8 > u16 > UTF8 conversions on the go to more easily handle stb_textedit calls. Ideally we should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188
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bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
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{
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ImGuiWindow* window = GetCurrentWindow();
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@ -7141,7 +7143,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0;
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const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;
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ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
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const ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
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ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), is_multiline ? ImGui::GetTextLineHeight() * 8.0f : label_size.y); // Arbitrary default of 8 lines high for multi-line
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const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size + style.FramePadding*2.0f);
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const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f));
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@ -7210,7 +7212,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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{
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// Start edition
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// Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
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// From the moment we focused we are ignoring the content of 'buf'
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// From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)
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const int prev_len_w = edit_state.CurLenW;
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edit_state.Text.resize(buf_size+1); // wchar count <= utf-8 count. we use +1 to make sure that .Data isn't NULL so it doesn't crash.
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edit_state.InitialText.resize(buf_size+1); // utf-8. we use +1 to make sure that .Data isn't NULL so it doesn't crash.
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@ -7271,7 +7273,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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edit_state.BufSizeA = buf_size;
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// Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
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// Down the line we should have a cleaner concept of focused vs active in the library.
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// Down the line we should have a cleaner library-wide concept of Selected vs Active.
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g.ActiveIdAllowHoveringOthers = !io.MouseDown[0];
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// Edit in progress
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@ -7419,9 +7421,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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else
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{
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// Apply new value immediately - copy modified buffer back
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// Note that as soon as we can focus into the input box, the in-widget value gets priority over any underlying modification of the input buffer
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// FIXME: We actually always render 'buf' when calling DrawList->AddText
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// FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks
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// Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer
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// FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect.
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// FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks.
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if (is_editable)
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{
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edit_state.TempTextBuffer.resize(edit_state.Text.Size * 4);
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@ -196,33 +196,33 @@ enum ImGuiDataType
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// NB: we can't rely on ImVec2 math operators being available here
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struct IMGUI_API ImRect
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{
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ImVec2 Min; // Upper-left
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ImVec2 Max; // Lower-right
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ImVec2 Min; // Upper-left
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ImVec2 Max; // Lower-right
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ImRect() : Min(FLT_MAX,FLT_MAX), Max(-FLT_MAX,-FLT_MAX) {}
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ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {}
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ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {}
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ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {}
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ImVec2 GetCenter() const { return ImVec2((Min.x+Max.x)*0.5f, (Min.y+Max.y)*0.5f); }
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ImVec2 GetSize() const { return ImVec2(Max.x-Min.x, Max.y-Min.y); }
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float GetWidth() const { return Max.x-Min.x; }
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float GetHeight() const { return Max.y-Min.y; }
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ImVec2 GetTL() const { return Min; }
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ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); }
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ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); }
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ImVec2 GetBR() const { return Max; }
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bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; }
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bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x < Max.x && r.Max.y < Max.y; }
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bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; }
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void Add(const ImVec2& rhs) { if (Min.x > rhs.x) Min.x = rhs.x; if (Min.y > rhs.y) Min.y = rhs.y; if (Max.x < rhs.x) Max.x = rhs.x; if (Max.y < rhs.y) Max.y = rhs.y; }
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void Add(const ImRect& rhs) { if (Min.x > rhs.Min.x) Min.x = rhs.Min.x; if (Min.y > rhs.Min.y) Min.y = rhs.Min.y; if (Max.x < rhs.Max.x) Max.x = rhs.Max.x; if (Max.y < rhs.Max.y) Max.y = rhs.Max.y; }
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void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
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void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
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void Reduce(const ImVec2& amount) { Min.x += amount.x; Min.y += amount.y; Max.x -= amount.x; Max.y -= amount.y; }
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void Clip(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; }
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void Round() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
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ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const
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ImVec2 GetCenter() const { return ImVec2((Min.x+Max.x)*0.5f, (Min.y+Max.y)*0.5f); }
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ImVec2 GetSize() const { return ImVec2(Max.x-Min.x, Max.y-Min.y); }
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float GetWidth() const { return Max.x-Min.x; }
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float GetHeight() const { return Max.y-Min.y; }
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ImVec2 GetTL() const { return Min; } // Top-left
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ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right
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ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left
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ImVec2 GetBR() const { return Max; } // Bottom-right
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bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; }
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bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x < Max.x && r.Max.y < Max.y; }
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bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; }
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void Add(const ImVec2& rhs) { if (Min.x > rhs.x) Min.x = rhs.x; if (Min.y > rhs.y) Min.y = rhs.y; if (Max.x < rhs.x) Max.x = rhs.x; if (Max.y < rhs.y) Max.y = rhs.y; }
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void Add(const ImRect& rhs) { if (Min.x > rhs.Min.x) Min.x = rhs.Min.x; if (Min.y > rhs.Min.y) Min.y = rhs.Min.y; if (Max.x < rhs.Max.x) Max.x = rhs.Max.x; if (Max.y < rhs.Max.y) Max.y = rhs.Max.y; }
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void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
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void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
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void Reduce(const ImVec2& amount) { Min.x += amount.x; Min.y += amount.y; Max.x -= amount.x; Max.y -= amount.y; }
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void Clip(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; }
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void Round() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
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ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const
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{
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if (!on_edge && Contains(p))
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return p;
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@ -237,8 +237,8 @@ struct IMGUI_API ImRect
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// Stacked color modifier, backup of modified data so we can restore it
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struct ImGuiColMod
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{
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ImGuiCol Col;
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ImVec4 PreviousValue;
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ImGuiCol Col;
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ImVec4 PreviousValue;
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};
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// Stacked style modifier, backup of modified data so we can restore it
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@ -251,34 +251,34 @@ struct ImGuiStyleMod
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// Stacked data for BeginGroup()/EndGroup()
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struct ImGuiGroupData
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{
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ImVec2 BackupCursorPos;
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ImVec2 BackupCursorMaxPos;
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float BackupIndentX;
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float BackupCurrentLineHeight;
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float BackupCurrentLineTextBaseOffset;
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float BackupLogLinePosY;
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bool AdvanceCursor;
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ImVec2 BackupCursorPos;
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ImVec2 BackupCursorMaxPos;
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float BackupIndentX;
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float BackupCurrentLineHeight;
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float BackupCurrentLineTextBaseOffset;
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float BackupLogLinePosY;
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bool AdvanceCursor;
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};
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// Per column data for Columns()
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struct ImGuiColumnData
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{
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float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
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//float IndentX;
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float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
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//float IndentX;
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};
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// Simple column measurement currently used for MenuItem() only. This is very short-sighted for now and NOT a generic helper.
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struct IMGUI_API ImGuiSimpleColumns
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{
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int Count;
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float Spacing;
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float Width, NextWidth;
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float Pos[8], NextWidths[8];
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int Count;
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float Spacing;
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float Width, NextWidth;
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float Pos[8], NextWidths[8];
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ImGuiSimpleColumns();
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void Update(int count, float spacing, bool clear);
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float DeclColumns(float w0, float w1, float w2);
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float CalcExtraSpace(float avail_w);
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void Update(int count, float spacing, bool clear);
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float DeclColumns(float w0, float w1, float w2);
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float CalcExtraSpace(float avail_w);
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};
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// Internal state of the currently focused/edited text input box
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@ -308,11 +308,11 @@ struct IMGUI_API ImGuiTextEditState
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// Data saved in imgui.ini file
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struct ImGuiIniData
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{
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char* Name;
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ImGuiID ID;
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ImVec2 Pos;
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ImVec2 Size;
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bool Collapsed;
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char* Name;
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ImGuiID ID;
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ImVec2 Pos;
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ImVec2 Size;
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bool Collapsed;
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};
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// Mouse cursor data (used when io.MouseDrawCursor is set)
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@ -328,11 +328,11 @@ struct ImGuiMouseCursorData
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// Storage for current popup stack
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struct ImGuiPopupRef
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{
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ImGuiID PopupID; // Set on OpenPopup()
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ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
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ImGuiWindow* ParentWindow; // Set on OpenPopup()
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ImGuiID ParentMenuSet; // Set on OpenPopup()
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ImVec2 MousePosOnOpen; // Copy of mouse position at the time of opening popup
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ImGuiID PopupID; // Set on OpenPopup()
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ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
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ImGuiWindow* ParentWindow; // Set on OpenPopup()
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ImGuiID ParentMenuSet; // Set on OpenPopup()
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ImVec2 MousePosOnOpen; // Copy of mouse position at the time of opening popup
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ImGuiPopupRef(ImGuiID id, ImGuiWindow* parent_window, ImGuiID parent_menu_set, const ImVec2& mouse_pos) { PopupID = id; Window = NULL; ParentWindow = parent_window; ParentMenuSet = parent_menu_set; MousePosOnOpen = mouse_pos; }
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};
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