From ac9aaf4b6e2dcba788a3203f7cd9fe52b58b0682 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 25 Oct 2018 17:31:16 +0200 Subject: [PATCH] Comments in demo and opengl code + Internals: Added HoveredIdNotActiveTimer tracking hovering time unless the item is active, which is a commonly useful pattern. --- examples/imgui_impl_opengl3.cpp | 6 +++--- imgui.cpp | 6 +++++- imgui_demo.cpp | 27 +++++++++++++++------------ imgui_internal.h | 5 +++-- 4 files changed, 26 insertions(+), 18 deletions(-) diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 11109817..2a031004 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -306,7 +306,7 @@ void ImGui_ImplOpenGL3_DestroyFontsTexture() } } -// If you get an error please report on github. You may try different GL context version or GLSL version. +// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file. static bool CheckShader(GLuint handle, const char* desc) { GLint status = 0, log_length = 0; @@ -324,14 +324,14 @@ static bool CheckShader(GLuint handle, const char* desc) return (GLboolean)status == GL_TRUE; } -// If you get an error please report on github. You may try different GL context version or GLSL version. +// If you get an error please report on GitHub. You may try different GL context version or GLSL version. static bool CheckProgram(GLuint handle, const char* desc) { GLint status = 0, log_length = 0; glGetProgramiv(handle, GL_LINK_STATUS, &status); glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); if ((GLboolean)status == GL_FALSE) - fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s!\n", desc); + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString); if (log_length > 0) { ImVector buf; diff --git a/imgui.cpp b/imgui.cpp index 26359924..82a24933 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2511,7 +2511,7 @@ void ImGui::SetHoveredID(ImGuiID id) g.HoveredId = id; g.HoveredIdAllowOverlap = false; if (id != 0 && g.HoveredIdPreviousFrame != id) - g.HoveredIdTimer = 0.0f; + g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; } ImGuiID ImGui::GetHoveredID() @@ -3191,8 +3191,12 @@ void ImGui::NewFrame() // Clear reference to active widget if the widget isn't alive anymore if (!g.HoveredIdPreviousFrame) g.HoveredIdTimer = 0.0f; + if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) + g.HoveredIdNotActiveTimer = 0.0f; if (g.HoveredId) g.HoveredIdTimer += g.IO.DeltaTime; + if (g.HoveredId && g.ActiveId != g.HoveredId) + g.HoveredIdNotActiveTimer += g.IO.DeltaTime; g.HoveredIdPreviousFrame = g.HoveredId; g.HoveredId = 0; g.HoveredIdAllowOverlap = false; diff --git a/imgui_demo.cpp b/imgui_demo.cpp index dd8015f2..4a1cc8df 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,22 +1,25 @@ // dear imgui, v1.66 WIP // (demo code) -// Message to the person tempted to delete this file when integrating ImGui into their code base: -// Don't do it! Do NOT remove this file from your project! It is useful reference code that you and other users will want to refer to. +// Message to the person tempted to delete this file when integrating Dear ImGui into their code base: +// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other coders +// will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of +// your game/app! Removing this file from your project is hindering access to documentation for everyone in your team, +// likely leading you to poorer usage of the library. // Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). -// During development, you can call ImGui::ShowDemoWindow() in your code to learn about various features of ImGui. Have it wired in a debug menu! -// Removing this file from your project is hindering access to documentation for everyone in your team, likely leading you to poorer usage of the library. -// Note that you can #define IMGUI_DISABLE_DEMO_WINDOWS in imconfig.h for the same effect. -// If you want to link core ImGui in your final builds but not those demo windows, #define IMGUI_DISABLE_DEMO_WINDOWS in imconfig.h and those functions will be empty. -// In other situation, when you have ImGui available you probably want this to be available for reference and execution. +// If you want to link core Dear ImGui in your shipped builds but want an easy guarantee that the demo will not be linked, +// you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. +// In other situation, whenever you have Dear ImGui available you probably want this to be available for reference. // Thank you, // -Your beloved friend, imgui_demo.cpp (that you won't delete) -// Message to beginner C/C++ programmers about the meaning of the 'static' keyword: in this demo code, we frequently we use 'static' variables inside functions. -// A static variable persist across calls, so it is essentially like a global variable but declared inside the scope of the function. -// We do this as a way to gather code and data in the same place, just to make the demo code faster to read, faster to write, and use less code. -// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant or used in threads. -// This might be a pattern you occasionally want to use in your code, but most of the real data you would be editing is likely to be stored outside your functions. +// Message to beginner C/C++ programmers about the meaning of the 'static' keyword: +// In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is +// essentially like a global variable but declared inside the scope of the function. We do this as a way to gather code and data +// in the same place, to make the demo source code faster to read, faster to write, and smaller in size. +// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant +// or used in threads. This might be a pattern you will want to use in your code, but most of the real data you would be editing is +// likely going to be stored outside your functions. /* diff --git a/imgui_internal.h b/imgui_internal.h index e347e64f..bac04ae6 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -662,7 +662,8 @@ struct ImGuiContext ImGuiID HoveredId; // Hovered widget bool HoveredIdAllowOverlap; ImGuiID HoveredIdPreviousFrame; - float HoveredIdTimer; + float HoveredIdTimer; // Measure contiguous hovering time + float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active ImGuiID ActiveId; // Active widget ImGuiID ActiveIdPreviousFrame; ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) @@ -809,7 +810,7 @@ struct ImGuiContext HoveredId = 0; HoveredIdAllowOverlap = false; HoveredIdPreviousFrame = 0; - HoveredIdTimer = 0.0f; + HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; ActiveId = 0; ActiveIdPreviousFrame = 0; ActiveIdIsAlive = 0;