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Doc comments. Removed .ini parsing code from 1.53 that parsed entries without the [Window] tag (which enabled importing an old .ini file)
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@ -159,10 +159,10 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
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- tabs: persistent order/focus in BeginTabBar() api (#261, #351)
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- button: provide a button that looks framed. (?)
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- image/image button: misalignment on padded/bordered button?
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- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
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- image button: not taking an explicit id can be problematic. (#2464, #1390)
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- button: provide a button that looks framed. (?)
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- slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see TempInputTextScalar)
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- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
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- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946)
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@ -233,7 +233,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
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- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
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- stb: add defines to disable stb implementations
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- settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair
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- style: better default styles. (#707)
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- style: add a highlighted text color (for headers, etc.)
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59
imgui.cpp
59
imgui.cpp
@ -29,12 +29,12 @@ DOCUMENTATION
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- MISSION STATEMENT
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- END-USER GUIDE
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- PROGRAMMER GUIDE
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- Read first.
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- How to update to a newer version of Dear ImGui.
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- Getting started with integrating Dear ImGui in your code/engine.
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- This is how a simple application may look like (2 variations).
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- This is how a simple rendering function may look like.
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- Using gamepad/keyboard navigation controls.
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- READ FIRST
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- HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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- GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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- HOW A SIMPLE APPLICATION MAY LOOK LIKE (2 variations)
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- HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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- USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ)
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- Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer)
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@ -118,8 +118,8 @@ CODE
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PROGRAMMER GUIDE
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================
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READ FIRST:
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READ FIRST
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----------
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- Remember to read the FAQ (https://www.dearimgui.org/faq)
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- Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction
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or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs.
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@ -140,8 +140,8 @@ CODE
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However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.
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- C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).
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HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI:
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HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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----------------------------------------------
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- Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h)
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- Or maintain your own branch where you have imconfig.h modified.
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- Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
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@ -150,8 +150,8 @@ CODE
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likely be a comment about it. Please report any issue to the GitHub page!
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- Try to keep your copy of dear imgui reasonably up to date.
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GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE:
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GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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---------------------------------------------------------------
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- Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
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- Add the Dear ImGui source files to your projects or using your preferred build system.
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It is recommended you build and statically link the .cpp files as part of your project and not as shared library (DLL).
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@ -163,7 +163,8 @@ CODE
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- Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code.
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- If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
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HOW A SIMPLE APPLICATION MAY LOOK LIKE:
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HOW A SIMPLE APPLICATION MAY LOOK LIKE
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--------------------------------------
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EXHIBIT 1: USING THE EXAMPLE BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder).
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// Application init: create a dear imgui context, setup some options, load fonts
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@ -199,8 +200,7 @@ CODE
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ImGui_ImplWin32_Shutdown();
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ImGui::DestroyContext();
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HOW A SIMPLE APPLICATION MAY LOOK LIKE:
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EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE.
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EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE
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// Application init: create a dear imgui context, setup some options, load fonts
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ImGui::CreateContext();
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@ -254,8 +254,8 @@ CODE
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// Shutdown
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ImGui::DestroyContext();
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HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE:
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HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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---------------------------------------------
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void void MyImGuiRenderFunction(ImDrawData* draw_data)
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{
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// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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@ -307,7 +307,7 @@ CODE
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- Refer to the FAQ for more information. Amusingly, it is called a FAQ because people frequently run into the same issues!
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USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
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------------------------------------------
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- The gamepad/keyboard navigation is fairly functional and keeps being improved.
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- Gamepad support is particularly useful to use dear imgui on a console system (e.g. PS4, Switch, XB1) without a mouse!
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- You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787
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@ -470,14 +470,9 @@ CODE
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- 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
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- 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal.
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- 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
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If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you.
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If your TitleBg/TitleBgActive alpha was <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
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This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color.
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ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col)
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{
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float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a;
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return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a);
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}
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If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
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This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
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ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
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If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
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- 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
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- 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
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@ -5534,7 +5529,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Handle manual resize: Resize Grips, Borders, Gamepad
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int border_held = -1;
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ImU32 resize_grip_col[4] = {};
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const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4
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const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
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const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
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if (!window->Collapsed)
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if (UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]))
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@ -9354,18 +9349,12 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
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line_end[-1] = 0;
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const char* name_end = line_end - 1;
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const char* type_start = line + 1;
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char* type_end = (char*)(intptr_t)ImStrchrRange(type_start, name_end, ']');
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char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
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const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
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if (!type_end || !name_start)
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{
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name_start = type_start; // Import legacy entries that have no type
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type_start = "Window";
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}
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else
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{
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continue;
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*type_end = 0; // Overwrite first ']'
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name_start++; // Skip second '['
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}
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entry_handler = FindSettingsHandler(type_start);
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entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
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}
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