Merge remote-tracking branch 'upstream/master' into 2015-01-truetype

Conflicts:
	imgui.cpp
	imgui.h
This commit is contained in:
ocornut 2015-01-15 18:07:44 +00:00
commit ab8d2782c6
6 changed files with 129 additions and 88 deletions

View File

@ -543,6 +543,10 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
InitImGui(); InitImGui();
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_col(0.8f, 0.6f, 0.6f, 1.0f);
// Enter the message loop // Enter the message loop
MSG msg; MSG msg;
ZeroMemory(&msg, sizeof(msg)); ZeroMemory(&msg, sizeof(msg));
@ -554,20 +558,17 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
DispatchMessage(&msg); DispatchMessage(&msg);
continue; continue;
} }
UpdateImGui(); UpdateImGui();
static bool show_test_window = true;
static bool show_another_window = false;
// 1. Show a simple window // 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{ {
static float f; static float f;
ImGui::Text("Hello, world!"); ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
show_test_window ^= ImGui::Button("Test Window"); ImGui::ColorEdit3("clear color", (float*)&clear_col);
show_another_window ^= ImGui::Button("Another Window"); if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
// Calculate and show frame rate // Calculate and show frame rate
static float ms_per_frame[120] = { 0 }; static float ms_per_frame[120] = { 0 };
@ -597,8 +598,7 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
} }
// Rendering // Rendering
float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f }; g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
ImGui::Render(); ImGui::Render();
g_pSwapChain->Present(0, 0); g_pSwapChain->Present(0, 0);
} }

View File

@ -303,6 +303,10 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
InitImGui(); InitImGui();
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_col(0.8f, 0.6f, 0.6f, 1.0f);
// Enter the message loop // Enter the message loop
MSG msg; MSG msg;
ZeroMemory(&msg, sizeof(msg)); ZeroMemory(&msg, sizeof(msg));
@ -314,20 +318,17 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
DispatchMessage(&msg); DispatchMessage(&msg);
continue; continue;
} }
UpdateImGui(); UpdateImGui();
static bool show_test_window = true;
static bool show_another_window = false;
// 1. Show a simple window // 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{ {
static float f; static float f;
ImGui::Text("Hello, world!"); ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
show_test_window ^= ImGui::Button("Test Window"); ImGui::ColorEdit3("clear color", (float*)&clear_col);
show_another_window ^= ImGui::Button("Another Window"); if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
// Calculate and show frame rate // Calculate and show frame rate
static float ms_per_frame[120] = { 0 }; static float ms_per_frame[120] = { 0 };
@ -360,7 +361,8 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false); g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false); g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(204, 153, 153), 1.0f, 0); D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_col.x*255.0f), (int)(clear_col.y*255.0f), (int)(clear_col.z*255.0f), (int)(clear_col.w*255.0f));
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
if (g_pd3dDevice->BeginScene() >= 0) if (g_pd3dDevice->BeginScene() >= 0)
{ {
ImGui::Render(); ImGui::Render();

View File

@ -322,6 +322,10 @@ int main(int argc, char** argv)
InitGL(); InitGL();
InitImGui(); InitImGui();
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_col(0.8f, 0.6f, 0.6f, 1.0f);
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window))
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -330,17 +334,15 @@ int main(int argc, char** argv)
glfwPollEvents(); glfwPollEvents();
UpdateImGui(); UpdateImGui();
static bool show_test_window = true;
static bool show_another_window = false;
// 1. Show a simple window // 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{ {
static float f; static float f;
ImGui::Text("Hello, world!"); ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
show_test_window ^= ImGui::Button("Test Window"); ImGui::ColorEdit3("clear color", (float*)&clear_col);
show_another_window ^= ImGui::Button("Another Window"); if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
// Calculate and show frame rate // Calculate and show frame rate
static float ms_per_frame[120] = { 0 }; static float ms_per_frame[120] = { 0 };
@ -371,7 +373,7 @@ int main(int argc, char** argv)
// Rendering // Rendering
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(0.8f, 0.6f, 0.6f, 1.0f); glClearColor(clear_col.x, clear_col.y, clear_col.z, clear_col.w);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
ImGui::Render(); ImGui::Render();
glfwSwapBuffers(window); glfwSwapBuffers(window);

View File

@ -232,6 +232,10 @@ int main(int argc, char** argv)
InitGL(); InitGL();
InitImGui(); InitImGui();
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_col(0.8f, 0.6f, 0.6f, 1.0f);
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window))
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -239,17 +243,15 @@ int main(int argc, char** argv)
glfwPollEvents(); glfwPollEvents();
UpdateImGui(); UpdateImGui();
static bool show_test_window = true;
static bool show_another_window = false;
// 1. Show a simple window // 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{ {
static float f; static float f;
ImGui::Text("Hello, world!"); ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
show_test_window ^= ImGui::Button("Test Window"); ImGui::ColorEdit3("clear color", (float*)&clear_col);
show_another_window ^= ImGui::Button("Another Window"); if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
// Calculate and show frame rate // Calculate and show frame rate
static float ms_per_frame[120] = { 0 }; static float ms_per_frame[120] = { 0 };
@ -280,7 +282,7 @@ int main(int argc, char** argv)
// Rendering // Rendering
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(0.8f, 0.6f, 0.6f, 1.0f); glClearColor(clear_col.x, clear_col.y, clear_col.z, clear_col.w);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
ImGui::Render(); ImGui::Render();
glfwSwapBuffers(window); glfwSwapBuffers(window);

145
imgui.cpp
View File

@ -207,11 +207,13 @@
- window: fix resize grip rendering scaling along with Rounding style setting - window: fix resize grip rendering scaling along with Rounding style setting
- window: autofit feedback loop when user relies on any dynamic layout (window width multiplier, column). maybe just clearly drop manual autofit? - window: autofit feedback loop when user relies on any dynamic layout (window width multiplier, column). maybe just clearly drop manual autofit?
- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. - window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list.
- window: allow resizing of child windows (possibly given min/max for each axis?)
- window: resizing from any sides? + mouse cursor directives for app.
- widgets: switching from "widget-label" to "label-widget" would make it more convenient to integrate widgets in trees - widgets: switching from "widget-label" to "label-widget" would make it more convenient to integrate widgets in trees
- widgets: clip text? hover clipped text shows it in a tooltip or in-place overlay - widgets: clip text? hover clipped text shows it in a tooltip or in-place overlay
- widgets: IsItemHovered() returns true even if mouse is active on another widget (e.g. dragging outside of sliders). Maybe not a sensible default? Add parameter or alternate function? - main: IsItemHovered() returns true even if mouse is active on another widget (e.g. dragging outside of sliders). Maybe not a sensible default? Add parameter or alternate function?
- main: make IsHovered() more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes - main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
- main: make IsHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode? - main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
- scrollbar: use relative mouse movement when first-clicking inside of scroll grab box. - scrollbar: use relative mouse movement when first-clicking inside of scroll grab box.
- scrollbar: make the grab visible and a minimum size for long scroll regions - scrollbar: make the grab visible and a minimum size for long scroll regions
!- input number: very large int not reliably supported because of int<>float conversions. !- input number: very large int not reliably supported because of int<>float conversions.
@ -220,7 +222,7 @@
- input number: use mouse wheel to step up/down - input number: use mouse wheel to step up/down
- input number: non-decimal input. - input number: non-decimal input.
- layout: horizontal layout helper (github issue #97) - layout: horizontal layout helper (github issue #97)
- layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 horrible layout code. item width should include frame padding. - layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
- columns: separator function or parameter that works within the column (currently Separator() bypass all columns) - columns: separator function or parameter that works within the column (currently Separator() bypass all columns)
- columns: declare column set (each column: fixed size, %, fill, distribute default size among fills) - columns: declare column set (each column: fixed size, %, fill, distribute default size among fills)
- columns: columns header to act as button (~sort op) and allow resize/reorder - columns: columns header to act as button (~sort op) and allow resize/reorder
@ -234,13 +236,15 @@
- file selection widget -> build the tool in our codebase to improve model-dialog idioms (may or not lead to ImGui changes) - file selection widget -> build the tool in our codebase to improve model-dialog idioms (may or not lead to ImGui changes)
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt() - slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
- slider: initial absolute click is imprecise. change to relative movement slider? hide mouse cursor, allow more precise input using less screen-space. - slider: initial absolute click is imprecise. change to relative movement slider? hide mouse cursor, allow more precise input using less screen-space.
- text edit: clean up the horrible mess caused by converting UTF-8 <> wchar - text edit: clean up the mess caused by converting UTF-8 <> wchar
- text edit: centered text for slider or input text to it matches typical positioning. - text edit: centered text for slider or input text to it matches typical positioning.
- text edit: flag to disable live update of the user buffer. - text edit: flag to disable live update of the user buffer.
- text edit: field resize behavior - field could stretch when being edited? hover tooltip shows more text? - text edit: field resize behavior - field could stretch when being edited? hover tooltip shows more text?
- text edit: add multi-line text edit - text edit: add multi-line text edit
- settings: write more decent code to allow saving/loading new fields - settings: write more decent code to allow saving/loading new fields
- settings: api for per-tool simple persistent data (bool,int,float) in .ini file - settings: api for per-tool simple persistent data (bool,int,float) in .ini file
- style: checkbox: padding for "active" color should be a multiplier of the
- style: colorbox not always square?
- log: LogButtons() options for specifying depth and/orhiding depth slider - log: LogButtons() options for specifying depth and/orhiding depth slider
- log: have more control over the log scope (e.g. stop logging when leaving current tree node scope) - log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
- log: be able to right-click and log a window or tree-node into tty/file/clipboard / generalized context menu? - log: be able to right-click and log a window or tree-node into tty/file/clipboard / generalized context menu?
@ -254,10 +258,10 @@
- tooltip: move to fit within screen (e.g. when mouse cursor is right of the screen). - tooltip: move to fit within screen (e.g. when mouse cursor is right of the screen).
- clipboard: automatically transform \n into \n\r or equivalent for higher compatibility on windows - clipboard: automatically transform \n into \n\r or equivalent for higher compatibility on windows
- portability: big-endian test/support (github issue #81) - portability: big-endian test/support (github issue #81)
- examples: add History support in the demo console application (pertinent to github issue #68). - misc: rounded triangle fail to draw correctly on OpenGL3 example.
- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL) - misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
- misc: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon? - misc: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
- style editor: add a button to output C code. - style editor: color child window height expressed in multiple of line height.
- optimization/render: use indexed rendering to reduce vertex data cost (for remote/networked imgui) - optimization/render: use indexed rendering to reduce vertex data cost (for remote/networked imgui)
- optimization/render: move clip-rect to vertex data? would allow merging all commands - optimization/render: move clip-rect to vertex data? would allow merging all commands
- optimization/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)? - optimization/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)?
@ -373,9 +377,10 @@ ImGuiStyle::ImGuiStyle()
{ {
Alpha = 1.0f; // Global alpha applies to everything in ImGui Alpha = 1.0f; // Global alpha applies to everything in ImGui
WindowPadding = ImVec2(8,8); // Padding within a window WindowPadding = ImVec2(8,8); // Padding within a window
WindowMinSize = ImVec2(48,48); // Minimum window size WindowMinSize = ImVec2(32,32); // Minimum window size
WindowRounding = 9.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows WindowRounding = 9.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets)
FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines
ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
TouchExtraPadding = ImVec2(0,0); // Expand bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much! TouchExtraPadding = ImVec2(0,0); // Expand bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much!
@ -1208,18 +1213,32 @@ bool ImGuiTextFilter::PassFilter(const char* val) const
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// On some platform vsnprintf() takes va_list by reference and modifies it.
// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
#ifndef va_copy
#define va_copy(dest, src) (dest = src)
#endif
// Helper: Text buffer for logging/accumulating text // Helper: Text buffer for logging/accumulating text
void ImGuiTextBuffer::appendv(const char* fmt, va_list args) void ImGuiTextBuffer::appendv(const char* fmt, va_list args)
{ {
va_list args_copy;
va_copy(args_copy, args);
int len = vsnprintf(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass. int len = vsnprintf(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
if (len <= 0) if (len <= 0)
return; return;
const size_t write_off = Buf.size();
if (write_off + (size_t)len >= Buf.capacity())
Buf.reserve(Buf.capacity() * 2);
Buf.resize(write_off + (size_t)len); const size_t write_off = Buf.size();
ImFormatStringV(&Buf[write_off] - 1, (size_t)len+1, fmt, args); const size_t needed_sz = write_off + (size_t)len;
if (write_off + (size_t)len >= Buf.capacity())
{
const size_t double_capacity = Buf.capacity() * 2;
Buf.reserve(needed_sz > double_capacity ? needed_sz : double_capacity);
}
Buf.resize(needed_sz);
ImFormatStringV(&Buf[write_off] - 1, (size_t)len+1, fmt, args_copy);
} }
void ImGuiTextBuffer::append(const char* fmt, ...) void ImGuiTextBuffer::append(const char* fmt, ...)
@ -1855,6 +1874,7 @@ static void LogText(const ImVec2& ref_pos, const char* text, const char* text_en
const int tree_depth = (window->DC.TreeDepth - g.LogStartDepth); const int tree_depth = (window->DC.TreeDepth - g.LogStartDepth);
while (true) while (true)
{ {
// Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry.
const char* line_end = text_remaining; const char* line_end = text_remaining;
while (line_end < text_end) while (line_end < text_end)
if (*line_end == '\n') if (*line_end == '\n')
@ -2161,7 +2181,9 @@ int ImGui::GetFrameCount()
void ImGui::BeginTooltip() void ImGui::BeginTooltip()
{ {
ImGui::Begin("##Tooltip", NULL, ImVec2(0,0), 0.9f, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_Tooltip); ImGuiState& g = GImGui;
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_Tooltip;
ImGui::Begin("##Tooltip", NULL, ImVec2(0,0), g.Style.Colors[ImGuiCol_TooltipBg].w, window_flags);
} }
void ImGui::EndTooltip() void ImGui::EndTooltip()
@ -2311,11 +2333,13 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
g.CurrentWindow = window; g.CurrentWindow = window;
// Process SetNextWindow***() calls // Process SetNextWindow***() calls
bool window_pos_set_by_api = false;
if (g.SetNextWindowPosCond) if (g.SetNextWindowPosCond)
{ {
const ImVec2 backup_cursor_pos = window->DC.CursorPos; const ImVec2 backup_cursor_pos = window->DC.CursorPos;
ImGui::SetWindowPos(g.SetNextWindowPosVal, g.SetNextWindowPosCond); ImGui::SetWindowPos(g.SetNextWindowPosVal, g.SetNextWindowPosCond);
window->DC.CursorPos = backup_cursor_pos; window->DC.CursorPos = backup_cursor_pos;
window_pos_set_by_api = true;
g.SetNextWindowPosCond = 0; g.SetNextWindowPosCond = 0;
} }
if (g.SetNextWindowSizeCond) if (g.SetNextWindowSizeCond)
@ -2354,16 +2378,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
// New windows appears in front // New windows appears in front
if (window->LastFrameDrawn < current_frame - 1) if (window->LastFrameDrawn < current_frame - 1)
{
FocusWindow(window); FocusWindow(window);
if ((window->Flags & ImGuiWindowFlags_Tooltip) != 0)
{
// Hide for 1 frame while resizing
window->AutoFitFrames = 2;
window->AutoFitOnlyGrows = false;
window->Visible = false;
}
}
window->LastFrameDrawn = current_frame; window->LastFrameDrawn = current_frame;
window->ClipRectStack.resize(0); window->ClipRectStack.resize(0);
@ -2407,26 +2422,26 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
} }
} }
// Tooltips always follow mouse // Tooltips always follows mouse
if ((window->Flags & ImGuiWindowFlags_Tooltip) != 0) if (!window_pos_set_by_api && (window->Flags & ImGuiWindowFlags_Tooltip) != 0)
{ {
window->PosFloat = g.IO.MousePos + ImVec2(32,16) - style.FramePadding*2; window->PosFloat = g.IO.MousePos + ImVec2(32,16) - style.FramePadding*2;
} }
// Clamp into view // Clamp into view
if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) if (!(window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Tooltip))
{ {
const ImVec2 pad = ImVec2(window->FontSize()*2.0f, window->FontSize()*2.0f); const ImVec2 pad = ImVec2(window->FontSize()*2.0f, window->FontSize()*2.0f); // FIXME: Parametrize of clarify this behavior.
if (g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. if (g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
{ {
window->PosFloat = ImMax(window->PosFloat + window->Size, pad) - window->Size; window->PosFloat = ImMax(window->PosFloat + window->Size, pad) - window->Size;
window->PosFloat = ImMin(window->PosFloat, ImVec2(g.IO.DisplaySize.x, g.IO.DisplaySize.y) - pad); window->PosFloat = ImMin(window->PosFloat, ImVec2(g.IO.DisplaySize.x, g.IO.DisplaySize.y) - pad);
} }
window->SizeFull = ImMax(window->SizeFull, pad); window->SizeFull = ImMax(window->SizeFull, style.WindowMinSize);
} }
window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y); window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
// Default item width // Default item width. Make it proportional to window size if window manually resizes
if (window->Size.x > 0.0f && !(window->Flags & ImGuiWindowFlags_Tooltip) && !(window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) if (window->Size.x > 0.0f && !(window->Flags & ImGuiWindowFlags_Tooltip) && !(window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f); window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f);
else else
@ -2488,11 +2503,9 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
ImU32 resize_col = 0; ImU32 resize_col = 0;
if ((window->Flags & ImGuiWindowFlags_Tooltip) != 0) if ((window->Flags & ImGuiWindowFlags_Tooltip) != 0)
{ {
// Tooltip always resize // Tooltip always resize. We keep the spacing symmetric on both axises for aesthetic purpose.
if (window->AutoFitFrames > 0) const ImVec2 size_auto_fit = window->SizeContentsFit + style.WindowPadding - ImVec2(0.0f, style.ItemSpacing.y);
{ window->SizeFull = size_auto_fit;
window->SizeFull = window->SizeContentsFit + style.WindowPadding - ImVec2(0.0f, style.ItemSpacing.y);
}
} }
else else
{ {
@ -2514,7 +2527,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
} }
else if (!(window->Flags & ImGuiWindowFlags_NoResize)) else if (!(window->Flags & ImGuiWindowFlags_NoResize))
{ {
// Resize grip // Manual resize grip
const ImGuiAabb resize_aabb(window->Aabb().GetBR()-ImVec2(18,18), window->Aabb().GetBR()); const ImGuiAabb resize_aabb(window->Aabb().GetBR()-ImVec2(18,18), window->Aabb().GetBR());
const ImGuiID resize_id = window->GetID("##RESIZE"); const ImGuiID resize_id = window->GetID("##RESIZE");
bool hovered, held; bool hovered, held;
@ -2523,7 +2536,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0]) if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0])
{ {
// Manual auto-fit // Manual auto-fit when double-clicking
window->SizeFull = size_auto_fit; window->SizeFull = size_auto_fit;
window->Size = window->SizeFull; window->Size = window->SizeFull;
if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
@ -2539,7 +2552,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
} }
} }
// Update aabb immediately so that the rendering below isn't one frame late // Update aabb immediately so that rendering right below us isn't one frame late
title_bar_aabb = window->TitleBarAabb(); title_bar_aabb = window->TitleBarAabb();
} }
@ -2548,6 +2561,8 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
{ {
if ((window->Flags & ImGuiWindowFlags_ComboBox) != 0) if ((window->Flags & ImGuiWindowFlags_ComboBox) != 0)
window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_ComboBg, fill_alpha), 0); window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_ComboBg, fill_alpha), 0);
else if ((window->Flags & ImGuiWindowFlags_Tooltip) != 0)
window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_TooltipBg, fill_alpha), style.WindowRounding);
else else
window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_WindowBg, fill_alpha), style.WindowRounding); window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_WindowBg, fill_alpha), style.WindowRounding);
} }
@ -2835,6 +2850,7 @@ static float* GetStyleVarFloatAddr(ImGuiStyleVar idx)
{ {
case ImGuiStyleVar_Alpha: return &g.Style.Alpha; case ImGuiStyleVar_Alpha: return &g.Style.Alpha;
case ImGuiStyleVar_WindowRounding: return &g.Style.WindowRounding; case ImGuiStyleVar_WindowRounding: return &g.Style.WindowRounding;
case ImGuiStyleVar_FrameRounding: return &g.Style.FrameRounding;
case ImGuiStyleVar_TreeNodeSpacing: return &g.Style.TreeNodeSpacing; case ImGuiStyleVar_TreeNodeSpacing: return &g.Style.TreeNodeSpacing;
} }
return NULL; return NULL;
@ -2913,9 +2929,9 @@ const char* ImGui::GetStyleColName(ImGuiCol idx)
case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
case ImGuiCol_ComboBg: return "ComboBg"; case ImGuiCol_ComboBg: return "ComboBg";
case ImGuiCol_CheckHovered: return "CheckBgHovered"; case ImGuiCol_CheckHovered: return "CheckHovered";
case ImGuiCol_CheckActive: return "CheckBgActive"; case ImGuiCol_CheckActive: return "CheckActive";
case ImGuiCol_CheckMark: return "CheckSelected"; case ImGuiCol_CheckMark: return "CheckMark";
case ImGuiCol_SliderGrab: return "SliderGrab"; case ImGuiCol_SliderGrab: return "SliderGrab";
case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
case ImGuiCol_Button: return "Button"; case ImGuiCol_Button: return "Button";
@ -3113,6 +3129,8 @@ void ImGui::SetWindowFontScale(float scale)
window->FontWindowScale = scale; window->FontWindowScale = scale;
} }
// NB: internally we store CursorPos in absolute screen coordinates because it is more convenient.
// Conversion happens as we pass the value to user, but it makes our naming convention dodgy. May want to rename 'DC.CursorPos'.
ImVec2 ImGui::GetCursorPos() ImVec2 ImGui::GetCursorPos()
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
@ -3143,6 +3161,12 @@ ImVec2 ImGui::GetCursorScreenPos()
return window->DC.CursorPos; return window->DC.CursorPos;
} }
void ImGui::SetCursorScreenPos(const ImVec2& screen_pos)
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.CursorPos = screen_pos;
}
void ImGui::SetScrollPosHere() void ImGui::SetScrollPosHere()
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
@ -3448,7 +3472,7 @@ bool ImGui::Button(const char* label, const ImVec2& size_arg, bool repeat_when_h
// Render // Render
const ImU32 col = window->Color((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); const ImU32 col = window->Color((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
RenderFrame(bb.Min, bb.Max, col); RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
if (size.x < text_size.x || size.y < text_size.y) if (size.x < text_size.x || size.y < text_size.y)
PushClipRect(ImVec4(bb.Min.x+style.FramePadding.x, bb.Min.y+style.FramePadding.y, bb.Max.x, bb.Max.y-style.FramePadding.y)); // Allow extra to draw over the horizontal padding to make it visible that text doesn't fit PushClipRect(ImVec4(bb.Min.x+style.FramePadding.x, bb.Min.y+style.FramePadding.y, bb.Max.x, bb.Max.y-style.FramePadding.y)); // Allow extra to draw over the horizontal padding to make it visible that text doesn't fit
@ -3717,7 +3741,7 @@ bool ImGui::CollapsingHeader(const char* label, const char* str_id, const bool d
if (display_frame) if (display_frame)
{ {
// Framed type // Framed type
RenderFrame(bb.Min, bb.Max, col, true); RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
RenderCollapseTriangle(bb.Min + style.FramePadding, opened, 1.0f, true); RenderCollapseTriangle(bb.Min + style.FramePadding, opened, 1.0f, true);
if (g.LogEnabled) if (g.LogEnabled)
{ {
@ -4059,7 +4083,7 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c
} }
ItemSize(bb); ItemSize(bb);
RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg)); RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
// Process clicking on the slider // Process clicking on the slider
if (g.ActiveId == id) if (g.ActiveId == id)
@ -4317,7 +4341,7 @@ static void Plot(ImGuiPlotType plot_type, const char* label, float (*values_gett
scale_max = v_max; scale_max = v_max;
} }
RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg)); RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
int res_w = ImMin((int)graph_size.x, values_count); int res_w = ImMin((int)graph_size.x, values_count);
if (plot_type == ImGuiPlotType_Lines) if (plot_type == ImGuiPlotType_Lines)
@ -4443,12 +4467,12 @@ bool ImGui::Checkbox(const char* label, bool* v)
if (pressed) if (pressed)
*v = !(*v); *v = !(*v);
RenderFrame(check_bb.Min, check_bb.Max, window->Color((held && hovered) ? ImGuiCol_CheckActive : hovered ? ImGuiCol_CheckHovered : ImGuiCol_FrameBg)); RenderFrame(check_bb.Min, check_bb.Max, window->Color((held && hovered) ? ImGuiCol_CheckActive : hovered ? ImGuiCol_CheckHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
if (*v) if (*v)
{ {
const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight()); const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
const float pad = check_sz < 8.0f ? 1.0f : check_sz < 13.0f ? 2.0f : 3.0f; const float pad = check_sz < 8.0f ? 1.0f : check_sz < 13.0f ? 2.0f : 3.0f;
window->DrawList->AddRectFilled(check_bb.Min+ImVec2(pad,pad), check_bb.Max-ImVec2(pad,pad), window->Color(ImGuiCol_CheckMark)); window->DrawList->AddRectFilled(check_bb.Min+ImVec2(pad,pad), check_bb.Max-ImVec2(pad,pad), window->Color(ImGuiCol_CheckMark), style.FrameRounding);
} }
if (g.LogEnabled) if (g.LogEnabled)
@ -5047,7 +5071,7 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
} }
} }
RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true); RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
const ImVec2 font_off_up = ImVec2(0.0f,window->FontSize()+1.0f); // FIXME: those offsets are part of the style or font API const ImVec2 font_off_up = ImVec2(0.0f,window->FontSize()+1.0f); // FIXME: those offsets are part of the style or font API
const ImVec2 font_off_dn = ImVec2(0.0f,2.0f); const ImVec2 font_off_dn = ImVec2(0.0f,2.0f);
@ -5214,8 +5238,8 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
const bool hovered = IsHovered(frame_bb, id); const bool hovered = IsHovered(frame_bb, id);
bool value_changed = false; bool value_changed = false;
RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg)); RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, window->Color(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button)); RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, window->Color(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button), true, style.FrameRounding); // FIXME-ROUNDING
RenderCollapseTriangle(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y) + style.FramePadding, true); RenderCollapseTriangle(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y) + style.FramePadding, true);
if (*current_item >= 0 && *current_item < items_count) if (*current_item >= 0 && *current_item < items_count)
@ -5322,6 +5346,7 @@ bool ImGui::ColorButton(const ImVec4& col, bool small_height, bool outline_borde
return false; return false;
const ImGuiStyle& style = g.Style; const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID("##colorbutton");
const float square_size = window->FontSize(); const float square_size = window->FontSize();
const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(square_size + style.FramePadding.x*2, square_size + (small_height ? 0 : style.FramePadding.y*2))); const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(square_size + style.FramePadding.x*2, square_size + (small_height ? 0 : style.FramePadding.y*2)));
ItemSize(bb); ItemSize(bb);
@ -5329,9 +5354,9 @@ bool ImGui::ColorButton(const ImVec4& col, bool small_height, bool outline_borde
if (ClipAdvance(bb)) if (ClipAdvance(bb))
return false; return false;
const bool hovered = IsHovered(bb, 0); bool hovered, held;
const bool pressed = hovered && g.IO.MouseClicked[0]; bool pressed = ButtonBehaviour(bb, id, &hovered, &held, true);
RenderFrame(bb.Min, bb.Max, window->Color(col), outline_border); RenderFrame(bb.Min, bb.Max, window->Color(col), outline_border, style.FrameRounding);
if (hovered) if (hovered)
{ {
@ -5374,7 +5399,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], bool alpha)
const float square_sz = (window->FontSize() + style.FramePadding.x * 2.0f); const float square_sz = (window->FontSize() + style.FramePadding.x * 2.0f);
ImGuiColorEditMode edit_mode = window->DC.ColorEditMode; ImGuiColorEditMode edit_mode = window->DC.ColorEditMode;
if (edit_mode == ImGuiColorEditMode_UserSelect) if (edit_mode == ImGuiColorEditMode_UserSelect || edit_mode == ImGuiColorEditMode_UserSelectShowButton)
edit_mode = g.ColorEditModeStorage.GetInt(id, 0) % 3; edit_mode = g.ColorEditModeStorage.GetInt(id, 0) % 3;
float fx = col[0]; float fx = col[0];
@ -5456,9 +5481,13 @@ bool ImGui::ColorEdit4(const char* label, float col[4], bool alpha)
} }
ImGui::SameLine(0, (int)style.ItemInnerSpacing.x); ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
ImGui::ColorButton(col_display); if (ImGui::ColorButton(col_display))
{
// Don't set local copy of 'edit_mode' right away!
g.ColorEditModeStorage.SetInt(id, (edit_mode + 1) % 3);
}
if (window->DC.ColorEditMode == ImGuiColorEditMode_UserSelect) if (window->DC.ColorEditMode == ImGuiColorEditMode_UserSelectShowButton)
{ {
ImGui::SameLine(0, (int)style.ItemInnerSpacing.x); ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
const char* button_titles[3] = { "RGB", "HSV", "HEX" }; const char* button_titles[3] = { "RGB", "HSV", "HEX" };
@ -7197,6 +7226,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 16.0f, "%.0f"); ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 16.0f, "%.0f");
ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 16.0f, "%.0f");
ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");
@ -7234,6 +7264,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::RadioButton("HSV", &edit_mode, ImGuiColorEditMode_HSV); ImGui::RadioButton("HSV", &edit_mode, ImGuiColorEditMode_HSV);
ImGui::SameLine(); ImGui::SameLine();
ImGui::RadioButton("HEX", &edit_mode, ImGuiColorEditMode_HEX); ImGui::RadioButton("HEX", &edit_mode, ImGuiColorEditMode_HEX);
//ImGui::Text("Tip: Click on colored square to change edit mode.");
static ImGuiTextFilter filter; static ImGuiTextFilter filter;
filter.Draw("Filter colors", 200); filter.Draw("Filter colors", 200);
@ -8082,7 +8113,7 @@ struct ExampleAppConsole
if (data->EventKey == ImGuiKey_UpArrow) if (data->EventKey == ImGuiKey_UpArrow)
{ {
if (HistoryPos == -1) if (HistoryPos == -1)
HistoryPos = History.size() - 1; HistoryPos = (int)(History.size() - 1);
else if (HistoryPos > 0) else if (HistoryPos > 0)
HistoryPos--; HistoryPos--;
} }
@ -8098,7 +8129,7 @@ struct ExampleAppConsole
{ {
ImFormatString(data->Buf, data->BufSize, "%s", (HistoryPos >= 0) ? History[HistoryPos] : ""); ImFormatString(data->Buf, data->BufSize, "%s", (HistoryPos >= 0) ? History[HistoryPos] : "");
data->BufDirty = true; data->BufDirty = true;
data->CursorPos = data->SelectionStart = data->SelectionEnd = strlen(data->Buf); data->CursorPos = data->SelectionStart = data->SelectionEnd = (int)strlen(data->Buf);
} }
} }
} }

12
imgui.h
View File

@ -207,7 +207,8 @@ namespace ImGui
IMGUI_API void SetCursorPos(const ImVec2& pos); // " IMGUI_API void SetCursorPos(const ImVec2& pos); // "
IMGUI_API void SetCursorPosX(float x); // " IMGUI_API void SetCursorPosX(float x); // "
IMGUI_API void SetCursorPosY(float y); // " IMGUI_API void SetCursorPosY(float y); // "
IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in screen space IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates (0..io.DisplaySize)
IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates (0..io.DisplaySize)
IMGUI_API void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets. IMGUI_API void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets.
IMGUI_API float GetTextLineSpacing(); IMGUI_API float GetTextLineSpacing();
IMGUI_API float GetTextLineHeight(); IMGUI_API float GetTextLineHeight();
@ -423,6 +424,7 @@ enum ImGuiStyleVar_
ImGuiStyleVar_WindowPadding, // ImVec2 ImGuiStyleVar_WindowPadding, // ImVec2
ImGuiStyleVar_WindowRounding, // float ImGuiStyleVar_WindowRounding, // float
ImGuiStyleVar_FramePadding, // ImVec2 ImGuiStyleVar_FramePadding, // ImVec2
ImGuiStyleVar_FrameRounding, // float
ImGuiStyleVar_ItemSpacing, // ImVec2 ImGuiStyleVar_ItemSpacing, // ImVec2
ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ImGuiStyleVar_ItemInnerSpacing, // ImVec2
ImGuiStyleVar_TreeNodeSpacing, // float ImGuiStyleVar_TreeNodeSpacing, // float
@ -431,7 +433,8 @@ enum ImGuiStyleVar_
// Enumeration for ColorEditMode() // Enumeration for ColorEditMode()
enum ImGuiColorEditMode_ enum ImGuiColorEditMode_
{ {
ImGuiColorEditMode_UserSelect = -1, ImGuiColorEditMode_UserSelect = -2,
ImGuiColorEditMode_UserSelectShowButton = -1,
ImGuiColorEditMode_RGB = 0, ImGuiColorEditMode_RGB = 0,
ImGuiColorEditMode_HSV = 1, ImGuiColorEditMode_HSV = 1,
ImGuiColorEditMode_HEX = 2 ImGuiColorEditMode_HEX = 2
@ -453,6 +456,7 @@ struct ImGuiStyle
ImVec2 WindowMinSize; // Minimum window size ImVec2 WindowMinSize; // Minimum window size
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets) ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets)
float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines
ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
ImVec2 TouchExtraPadding; // Expand bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much! ImVec2 TouchExtraPadding; // Expand bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much!
@ -605,11 +609,11 @@ struct ImGuiTextBuffer
ImVector<char> Buf; ImVector<char> Buf;
ImGuiTextBuffer() { Buf.push_back(0); } ImGuiTextBuffer() { Buf.push_back(0); }
~ImGuiTextBuffer() { clear(); } ~ImGuiTextBuffer() { }
const char* begin() const { return &Buf.front(); } const char* begin() const { return &Buf.front(); }
const char* end() const { return &Buf.back(); } // Buf is zero-terminated, so end() will point on the zero-terminator const char* end() const { return &Buf.back(); } // Buf is zero-terminated, so end() will point on the zero-terminator
size_t size() const { return Buf.size()-1; } size_t size() const { return Buf.size()-1; }
bool empty() { return Buf.empty(); } bool empty() { return size() >= 1; }
void clear() { Buf.clear(); Buf.push_back(0); } void clear() { Buf.clear(); Buf.push_back(0); }
IMGUI_API void append(const char* fmt, ...); IMGUI_API void append(const char* fmt, ...);
IMGUI_API void appendv(const char* fmt, va_list args); IMGUI_API void appendv(const char* fmt, va_list args);