Merge branch 'master' into docking

# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
This commit is contained in:
ocornut 2020-08-20 22:42:14 +02:00
commit ad8fdc917f
10 changed files with 214 additions and 57 deletions

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@ -100,6 +100,29 @@ Other changes:
to make the examples main.cpp easier to read. to make the examples main.cpp easier to read.
-----------------------------------------------------------------------
VERSION 1.79 WIP (In Progress)
-----------------------------------------------------------------------
Other Changes:
- InputText: Added selection helpers in ImGuiInputTextCallbackData().
- InputText: Added ImGuiInputTextFlags_CallbackEdit to modify internally owned buffer after an edit.
(note that InputText() already returns true on edit, the callback is useful mainly to manipulate the
underlying buffer while focus is active).
- DragFloat, DragScalar: Fixed ImGuiSliderFlags_ClampOnInput not being honored in the special case
where v_min == v_max. (#3361)
- BeginMenuBar: Fixed minor bug where CursorPosMax gets pushed to CursorPos prior to calling BeginMenuBar(),
so e.g. calling the function at the end of a window would often add +ItemSpacing.y to scrolling range.
- TreeNode, CollapsingHeader: Made clicking on arrow toggle toggle the open state on the Mouse Down event
rather than the Mouse Down+Up sequence, even if the _OpenOnArrow flag isn't set. This is standard behavior
and amends the change done in 1.76 which only affected cases were _OpenOnArrow flag was set.
(This is also necessary to support full multi/range-select/drag and drop operations.)
- Metrics: Various tweaks, listing windows front-to-back, greying inactive items when possible.
- Demo: Add simple InputText() callbacks demo (aside from the more elaborate ones in 'Examples->Console').
>>>>>>> master
----------------------------------------------------------------------- -----------------------------------------------------------------------
VERSION 1.78 (Released 2020-08-18) VERSION 1.78 (Released 2020-08-18)
----------------------------------------------------------------------- -----------------------------------------------------------------------

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@ -23,7 +23,7 @@ or view this file with any Markdown viewer.
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) | | [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) | | [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
| **Q&A: Usage** | | **Q&A: Usage** |
| **[How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>Why are multiple widgets reacting when I interact with one?](#q-how-can-i-have-widgets-with-an-empty-label)** | | **[Why is my widget not reacting when I click on it?<br>How can I have multiple widgets with the same label?<br>Why are multiple widgets reacting when I interact with one?](#q-why-is-my-widget-not-reacting-when-i-click-on-it)** |
| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)| | [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
| [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) | | [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) |
| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) | | [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
@ -173,9 +173,9 @@ Refer to rendering back-ends in the [examples/](https://github.com/ocornut/imgui
# Q&A: Usage # Q&A: Usage
### Q: Why is my widget not reacting when I click on it?
### Q: How can I have widgets with an empty label? ### Q: How can I have widgets with an empty label?
### Q: How can I have multiple widgets with the same label? ### Q: How can I have multiple widgets with the same label?
### Q: Why are multiple widgets reacting when I interact with one?
A primer on labels and the ID Stack... A primer on labels and the ID Stack...

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@ -27,6 +27,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- window: investigate better auto-positioning for new windows. - window: investigate better auto-positioning for new windows.
- window: top most window flag? (#2574) - window: top most window flag? (#2574)
- window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size? - window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size?
- window/size: how to allow to e.g. auto-size vertically to fit contents, but be horizontally resizable? Assuming SetNextWindowSize() is modified to treat -1.0f on each axis as "keep as-is" (would be good but might break erroneous code): Problem is UpdateWindowManualResize() and lots of code treat (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) together.
- window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false. - window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false.
- window/child: background options for child windows, border option (disable rounding). - window/child: background options for child windows, border option (disable rounding).
- window/child: allow resizing of child windows (possibly given min/max for each axis?.) - window/child: allow resizing of child windows (possibly given min/max for each axis?.)
@ -35,6 +36,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- window/child: allow SetNextWindowContentSize() to work on child windows. - window/child: allow SetNextWindowContentSize() to work on child windows.
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero. - window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
- window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar). - window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar).
- window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331)
! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463) ! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463)
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse) - scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet. - scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
@ -54,6 +56,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API). - drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API).
- drawlist: AddRect vs AddLine position confusing (#2441) - drawlist: AddRect vs AddLine position confusing (#2441)
- drawlist: channel splitter should be external helper and not stored in ImDrawList. - drawlist: channel splitter should be external helper and not stored in ImDrawList.
- drawlist: Add quadratic bezier curves? (#3127)
- drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962) - drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962)
- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation. - drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
- drawlist/opt: thick AA line could be doable in same number of triangles as 1.0 AA line by storing gradient+full color in atlas. - drawlist/opt: thick AA line could be doable in same number of triangles as 1.0 AA line by storing gradient+full color in atlas.
@ -78,6 +81,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection) - selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. - input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
- input text: preserve scrolling when unfocused?
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541) - input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
- input text: expose CursorPos in char filter event (#816) - input text: expose CursorPos in char filter event (#816)
- input text: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009) - input text: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009)
@ -134,7 +138,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them. - columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them.
- columns: sizing is lossy when columns width is very small (default width may turn negative etc.) - columns: sizing is lossy when columns width is very small (default width may turn negative etc.)
- columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125) - columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125)
- columns: flag to add horizontal separator above/below? - columns: flag to add horizontal separator above/below)
- columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets) - columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets)
!- color: the color conversion helpers/types are a mess and needs sorting out. !- color: the color conversion helpers/types are a mess and needs sorting out.
@ -155,6 +159,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- clipper: horizontal clipping support. (#2580) - clipper: horizontal clipping support. (#2580)
- separator: expose flags (#759) - separator: expose flags (#759)
- separator: take indent into consideration (optional)
- separator: width, thickness, centering (#1643) - separator: width, thickness, centering (#1643)
- splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319) - splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
@ -189,6 +194,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- docking: C- nav: CTRL+TAB highlighting tabs shows the mismatch between focus-stack and tab-order (not visible in VS because it doesn't highlight the tabs) - docking: C- nav: CTRL+TAB highlighting tabs shows the mismatch between focus-stack and tab-order (not visible in VS because it doesn't highlight the tabs)
- docking: C- after a dock/undock, the Scrollbar Status update in Begin() should use an updated e.g. size_y_for_scrollbars to avoid a 1 frame scrollbar flicker. - docking: C- after a dock/undock, the Scrollbar Status update in Begin() should use an updated e.g. size_y_for_scrollbars to avoid a 1 frame scrollbar flicker.
- tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work
- tabs: close button tends to overlap unsaved-document star
- tabs: consider showing the star at the same spot as the close button, like VS Code does.
- tabs: while dragging/reordering a tab, close button decoration shouldn't appear on other tabs - tabs: while dragging/reordering a tab, close button decoration shouldn't appear on other tabs
- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing. - tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
- tabs: persistent order/focus in BeginTabBar() api (#261, #351) - tabs: persistent order/focus in BeginTabBar() api (#261, #351)
@ -207,7 +215,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign) - slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
- slider: relative dragging? + precision dragging - slider: relative dragging? + precision dragging
- slider: step option (#1183) - slider: step option (#1183)
- slider style: fill % of the bar instead of positioning a drag. - slider: style: fill % of the bar instead of positioning a drag.
- knob: rotating knob widget (#942) - knob: rotating knob widget (#942)
- drag float: support for reversed drags (min > max) (removed is_locked, also see fdc526e) - drag float: support for reversed drags (min > max) (removed is_locked, also see fdc526e)
- drag float: up/down axis - drag float: up/down axis
@ -260,13 +268,15 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer) - tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
- tree node: tweak color scheme to distinguish headers from selected tree node (#581) - tree node: tweak color scheme to distinguish headers from selected tree node (#581)
- tree node: leaf/non-leaf highlight mismatch. - tree node: leaf/non-leaf highlight mismatch.
- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height?) - tree node: flag to disable formatting and/or detect "%s"
- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?)
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes? - settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437) - settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
- settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair - settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair
- style: better default styles. (#707) - style: better default styles. (#707)
- style: PushStyleVar: allow direct access to individual float X/Y elements.
- style: add a highlighted text color (for headers, etc.) - style: add a highlighted text color (for headers, etc.)
- style: border types: out-screen, in-screen, etc. (#447) - style: border types: out-screen, in-screen, etc. (#447)
- style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier) - style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier)
@ -313,6 +323,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #? - text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT - text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
- text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not - text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
- text/layout/tabs: \t pulling position from base pos + step, or offset array (e.g. could be used in text edit, menus for simple icon+text alignment, etc.)
- text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use? - text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
- text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width. - text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width.
- text/wrapped: custom separator for text wrapping. (#3002) - text/wrapped: custom separator for text wrapping. (#3002)
@ -425,6 +436,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- examples: window minimize, maximize (#583) - examples: window minimize, maximize (#583)
- examples: provide a zero frame-rate/idle example. - examples: provide a zero frame-rate/idle example.
- examples: dx11/dx12: try to use new swapchain blit models (#2970) - examples: dx11/dx12: try to use new swapchain blit models (#2970)
- backends: move to backends/ folder?
- backends: report it better when not able to create texture? - backends: report it better when not able to create texture?
- backends: apple: example_apple should be using modern GL3. - backends: apple: example_apple should be using modern GL3.
- backends: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440) - backends: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)

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@ -1,5 +1,5 @@
----------------------------------------------------------------------- -----------------------------------------------------------------------
dear imgui, v1.78 dear imgui, v1.79 WIP
----------------------------------------------------------------------- -----------------------------------------------------------------------
examples/README.txt examples/README.txt
(This is the README file for the examples/ folder. See docs/ for more documentation) (This is the README file for the examples/ folder. See docs/ for more documentation)

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@ -1,4 +1,4 @@
// dear imgui, v1.78 // dear imgui, v1.79 WIP
// (main code and documentation) // (main code and documentation)
// Help: // Help:
@ -668,9 +668,9 @@ CODE
Q&A: Usage Q&A: Usage
---------- ----------
Q: Why is my widget not reacting when I click on it?
Q: How can I have widgets with an empty label? Q: How can I have widgets with an empty label?
Q: How can I have multiple widgets with the same label? Q: How can I have multiple widgets with the same label?
Q: Why are multiple widgets reacting when I interact with one?
Q: How can I display an image? What is ImTextureID, how does it works? Q: How can I display an image? What is ImTextureID, how does it works?
Q: How can I use my own math types instead of ImVec2/ImVec4? Q: How can I use my own math types instead of ImVec2/ImVec4?
Q: How can I interact with standard C++ types (such as std::string and std::vector)? Q: How can I interact with standard C++ types (such as std::string and std::vector)?
@ -15560,7 +15560,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
{ {
if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size)) if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size))
return; return;
for (int i = 0; i < windows.Size; i++) ImGui::Text("(In front-to-back order:)");
for (int i = windows.Size - 1; i >= 0; i--) // Iterate front to back
{ {
ImGui::PushID(windows[i]); ImGui::PushID(windows[i]);
Funcs::NodeWindow(windows[i], "Window"); Funcs::NodeWindow(windows[i], "Window");
@ -15576,14 +15577,18 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImGui::BulletText("%s: NULL", label); ImGui::BulletText("%s: NULL", label);
return; return;
} }
bool open = ImGui::TreeNode(label, "%s '%s', %d @ 0x%p", label, window->Name, (window->Active || window->WasActive), window);
if (ImGui::IsItemHovered() && window->WasActive) ImGuiContext& g = *GImGui;
ImGui::GetForegroundDrawList()->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); const bool is_active = window->WasActive;
ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
const bool open = ImGui::TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
if (!is_active) { PopStyleColor(); }
if (ImGui::IsItemHovered() && is_active)
ImGui::GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
if (!open) if (!open)
return; return;
if (!window->WasActive)
ImGui::TextDisabled("Note: window is not currently visible.");
if (window->MemoryCompacted) if (window->MemoryCompacted)
ImGui::TextDisabled("Note: some memory buffers have been compacted/freed."); ImGui::TextDisabled("Note: some memory buffers have been compacted/freed.");
@ -15706,7 +15711,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
char buf[256]; char buf[256];
char* p = buf; char* p = buf;
const char* buf_end = buf + IM_ARRAYSIZE(buf); const char* buf_end = buf + IM_ARRAYSIZE(buf);
p += ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : ""); const bool is_active = (tab_bar->PrevFrameVisible >= ImGui::GetFrameCount() - 2);
p += ImFormatString(p, buf_end - p, "Tab Bar 0x%08X (%d tabs)%s", tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) if (tab_bar->Flags & ImGuiTabBarFlags_DockNode)
{ {
p += ImFormatString(p, buf_end - p, " { "); p += ImFormatString(p, buf_end - p, " { ");
@ -15714,7 +15720,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", tab_bar->Tabs[tab_n].Window->Name); p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", tab_bar->Tabs[tab_n].Window->Name);
p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
} }
if (ImGui::TreeNode(tab_bar, "%s", buf)) if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
bool open = ImGui::TreeNode(tab_bar, "%s", buf);
if (!is_active) { PopStyleColor(); }
if (open)
{ {
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
{ {
@ -15919,8 +15928,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
if (ImGui::TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) if (ImGui::TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
{ {
char* buf = (char*)(void*)(g.SettingsIniData.Buf.Data ? g.SettingsIniData.Buf.Data : ""); ImGui::InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, 0.0f), ImGuiInputTextFlags_ReadOnly);
ImGui::InputTextMultiline("##Ini", buf, g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, 0.0f), ImGuiInputTextFlags_ReadOnly);
ImGui::TreePop(); ImGui::TreePop();
} }
ImGui::TreePop(); ImGui::TreePop();
@ -15930,22 +15938,36 @@ void ImGui::ShowMetricsWindow(bool* p_open)
if (ImGui::TreeNode("Internal state")) if (ImGui::TreeNode("Internal state"))
{ {
const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
ImGui::Text("WINDOWING");
ImGui::Indent();
ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL"); ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
ImGui::Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); ImGui::Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not ImGui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
ImGui::Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
ImGui::Unindent();
ImGui::Text("ITEMS");
ImGui::Indent();
ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]); ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]);
ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
ImGui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
ImGui::Unindent();
ImGui::Text("NAV,FOCUS");
ImGui::Indent();
ImGui::Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); ImGui::Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
ImGui::Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); ImGui::Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
ImGui::Text("NavInputSource: %s", input_source_names[g.NavInputSource]); ImGui::Text("NavInputSource: %s", input_source_names[g.NavInputSource]);
ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId); ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId);
ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
ImGui::Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); ImGui::Unindent();
ImGui::Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
ImGui::TreePop(); ImGui::TreePop();
} }

12
imgui.h
View File

@ -1,4 +1,4 @@
// dear imgui, v1.78 // dear imgui, v1.79 WIP
// (headers) // (headers)
// Help: // Help:
@ -60,8 +60,8 @@ Index of this file:
// Version // Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
#define IMGUI_VERSION "1.78" #define IMGUI_VERSION "1.79 WIP"
#define IMGUI_VERSION_NUM 17800 #define IMGUI_VERSION_NUM 17803
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch #define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch
#define IMGUI_HAS_DOCK 1 // Docking WIP branch #define IMGUI_HAS_DOCK 1 // Docking WIP branch
@ -898,6 +898,7 @@ enum ImGuiInputTextFlags_
ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
// [Internal] // [Internal]
ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline() ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline()
ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data
@ -1717,9 +1718,10 @@ struct ImGuiIO
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
// The callback function should return 0 by default. // The callback function should return 0 by default.
// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB // - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows // - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. // - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. // - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
struct ImGuiInputTextCallbackData struct ImGuiInputTextCallbackData
@ -1746,6 +1748,8 @@ struct ImGuiInputTextCallbackData
IMGUI_API ImGuiInputTextCallbackData(); IMGUI_API ImGuiInputTextCallbackData();
IMGUI_API void DeleteChars(int pos, int bytes_count); IMGUI_API void DeleteChars(int pos, int bytes_count);
IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
bool HasSelection() const { return SelectionStart != SelectionEnd; } bool HasSelection() const { return SelectionStart != SelectionEnd; }
}; };

View File

@ -1,4 +1,4 @@
// dear imgui, v1.78 // dear imgui, v1.79 WIP
// (demo code) // (demo code)
// Help: // Help:
@ -1232,8 +1232,11 @@ static void ShowDemoWindowWidgets()
static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase); static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase);
static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank); static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank);
static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);
ImGui::TreePop();
}
ImGui::Text("Password input"); if (ImGui::TreeNode("Password Input"))
{
static char password[64] = "password123"; static char password[64] = "password123";
ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);
ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");
@ -1242,6 +1245,62 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop(); ImGui::TreePop();
} }
if (ImGui::TreeNode("Completion, History, Edit Callbacks"))
{
struct Funcs
{
static int MyCallback(ImGuiInputTextCallbackData* data)
{
if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion)
{
data->InsertChars(data->CursorPos, "..");
}
else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory)
{
if (data->EventKey == ImGuiKey_UpArrow)
{
data->DeleteChars(0, data->BufTextLen);
data->InsertChars(0, "Pressed Up!");
data->SelectAll();
}
else if (data->EventKey == ImGuiKey_DownArrow)
{
data->DeleteChars(0, data->BufTextLen);
data->InsertChars(0, "Pressed Down!");
data->SelectAll();
}
}
else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit)
{
// Toggle casing of first character
char c = data->Buf[0];
if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32;
data->BufDirty = true;
// Increment a counter
int* p_int = (int*)data->UserData;
*p_int = *p_int + 1;
}
return 0;
}
};
static char buf1[64];
ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback);
ImGui::SameLine(); HelpMarker("Here we append \"..\" each time Tab is pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback.");
static char buf2[64];
ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback);
ImGui::SameLine(); HelpMarker("Here we replace and select text each time Up/Down are pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback.");
static char buf3[64];
static int edit_count = 0;
ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count);
ImGui::SameLine(); HelpMarker("Here we toggle the casing of the first character on every edits + count edits.");
ImGui::SameLine(); ImGui::Text("(%d)", edit_count);
ImGui::TreePop();
}
if (ImGui::TreeNode("Resize Callback")) if (ImGui::TreeNode("Resize Callback"))
{ {
// To wire InputText() with std::string or any other custom string type, // To wire InputText() with std::string or any other custom string type,

View File

@ -1,4 +1,4 @@
// dear imgui, v1.78 // dear imgui, v1.79 WIP
// (drawing and font code) // (drawing and font code)
/* /*

View File

@ -1,4 +1,4 @@
// dear imgui, v1.78 // dear imgui, v1.79 WIP
// (internal structures/api) // (internal structures/api)
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
@ -870,6 +870,7 @@ struct IMGUI_API ImGuiInputTextState
float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately
bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
bool Edited; // edited this frame
ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback
ImGuiInputTextCallback UserCallback; // " ImGuiInputTextCallback UserCallback; // "
void* UserCallbackData; // " void* UserCallbackData; // "
@ -2263,8 +2264,9 @@ namespace ImGui
// Data type helpers // Data type helpers
IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type);
IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format);
IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2); IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2);
IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format); IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format);
IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2);
IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max);
// InputText // InputText

View File

@ -1,4 +1,4 @@
// dear imgui, v1.78 // dear imgui, v1.79 WIP
// (widgets code) // (widgets code)
/* /*
@ -1765,7 +1765,7 @@ int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type
return 0; return 0;
} }
void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg1, const void* arg2) void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2)
{ {
IM_ASSERT(op == '+' || op == '-'); IM_ASSERT(op == '+' || op == '-');
switch (data_type) switch (data_type)
@ -1917,9 +1917,37 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b
} }
template<typename T> template<typename T>
static bool ClampBehaviorT(T* v, const T* v_min, const T* v_max) static int DataTypeCompareT(const T* lhs, const T* rhs)
{ {
// Clamp, both sides are optional if (*lhs < *rhs) return -1;
if (*lhs > *rhs) return +1;
return 0;
}
int ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2)
{
switch (data_type)
{
case ImGuiDataType_S8: return DataTypeCompareT<ImS8 >((const ImS8* )arg_1, (const ImS8* )arg_2);
case ImGuiDataType_U8: return DataTypeCompareT<ImU8 >((const ImU8* )arg_1, (const ImU8* )arg_2);
case ImGuiDataType_S16: return DataTypeCompareT<ImS16 >((const ImS16* )arg_1, (const ImS16* )arg_2);
case ImGuiDataType_U16: return DataTypeCompareT<ImU16 >((const ImU16* )arg_1, (const ImU16* )arg_2);
case ImGuiDataType_S32: return DataTypeCompareT<ImS32 >((const ImS32* )arg_1, (const ImS32* )arg_2);
case ImGuiDataType_U32: return DataTypeCompareT<ImU32 >((const ImU32* )arg_1, (const ImU32* )arg_2);
case ImGuiDataType_S64: return DataTypeCompareT<ImS64 >((const ImS64* )arg_1, (const ImS64* )arg_2);
case ImGuiDataType_U64: return DataTypeCompareT<ImU64 >((const ImU64* )arg_1, (const ImU64* )arg_2);
case ImGuiDataType_Float: return DataTypeCompareT<float >((const float* )arg_1, (const float* )arg_2);
case ImGuiDataType_Double: return DataTypeCompareT<double>((const double*)arg_1, (const double*)arg_2);
case ImGuiDataType_COUNT: break;
}
IM_ASSERT(0);
return 0;
}
template<typename T>
static bool DataTypeClampT(T* v, const T* v_min, const T* v_max)
{
// Clamp, both sides are optional, return true if modified
if (v_min && *v < *v_min) { *v = *v_min; return true; } if (v_min && *v < *v_min) { *v = *v_min; return true; }
if (v_max && *v > * v_max) { *v = *v_max; return true; } if (v_max && *v > * v_max) { *v = *v_max; return true; }
return false; return false;
@ -1929,16 +1957,16 @@ bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_m
{ {
switch (data_type) switch (data_type)
{ {
case ImGuiDataType_S8: return ClampBehaviorT<ImS8 >((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max); case ImGuiDataType_S8: return DataTypeClampT<ImS8 >((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max);
case ImGuiDataType_U8: return ClampBehaviorT<ImU8 >((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max); case ImGuiDataType_U8: return DataTypeClampT<ImU8 >((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max);
case ImGuiDataType_S16: return ClampBehaviorT<ImS16 >((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max); case ImGuiDataType_S16: return DataTypeClampT<ImS16 >((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max);
case ImGuiDataType_U16: return ClampBehaviorT<ImU16 >((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max); case ImGuiDataType_U16: return DataTypeClampT<ImU16 >((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max);
case ImGuiDataType_S32: return ClampBehaviorT<ImS32 >((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max); case ImGuiDataType_S32: return DataTypeClampT<ImS32 >((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max);
case ImGuiDataType_U32: return ClampBehaviorT<ImU32 >((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max); case ImGuiDataType_U32: return DataTypeClampT<ImU32 >((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max);
case ImGuiDataType_S64: return ClampBehaviorT<ImS64 >((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max); case ImGuiDataType_S64: return DataTypeClampT<ImS64 >((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max);
case ImGuiDataType_U64: return ClampBehaviorT<ImU64 >((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max); case ImGuiDataType_U64: return DataTypeClampT<ImU64 >((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max);
case ImGuiDataType_Float: return ClampBehaviorT<float >((float* )p_data, (const float* )p_min, (const float* )p_max); case ImGuiDataType_Float: return DataTypeClampT<float >((float* )p_data, (const float* )p_min, (const float* )p_max);
case ImGuiDataType_Double: return ClampBehaviorT<double>((double*)p_data, (const double*)p_min, (const double*)p_max); case ImGuiDataType_Double: return DataTypeClampT<double>((double*)p_data, (const double*)p_min, (const double*)p_max);
case ImGuiDataType_COUNT: break; case ImGuiDataType_COUNT: break;
} }
IM_ASSERT(0); IM_ASSERT(0);
@ -2208,7 +2236,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
if (temp_input_is_active) if (temp_input_is_active)
{ {
// Only clamp CTRL+Click input when ImGuiSliderFlags_ClampInput is set // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampInput is set
const bool is_clamp_input = (flags & ImGuiSliderFlags_ClampOnInput) != 0; const bool is_clamp_input = (flags & ImGuiSliderFlags_ClampOnInput) != 0 && (p_min == NULL || p_max == NULL || DataTypeCompare(data_type, p_min, p_max) < 0);
return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL);
} }
@ -3493,6 +3521,7 @@ static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n)
ImWchar* dst = obj->TextW.Data + pos; ImWchar* dst = obj->TextW.Data + pos;
// We maintain our buffer length in both UTF-8 and wchar formats // We maintain our buffer length in both UTF-8 and wchar formats
obj->Edited = true;
obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n); obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n);
obj->CurLenW -= n; obj->CurLenW -= n;
@ -3527,6 +3556,7 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im
memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar)); memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar));
memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar)); memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar));
obj->Edited = true;
obj->CurLenW += new_text_len; obj->CurLenW += new_text_len;
obj->CurLenA += new_text_len_utf8; obj->CurLenA += new_text_len_utf8;
obj->TextW[obj->CurLenW] = '\0'; obj->TextW[obj->CurLenW] = '\0';
@ -3925,6 +3955,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
{ {
IM_ASSERT(state != NULL); IM_ASSERT(state != NULL);
backup_current_text_length = state->CurLenA; backup_current_text_length = state->CurLenA;
state->Edited = false;
state->BufCapacityA = buf_size; state->BufCapacityA = buf_size;
state->UserFlags = flags; state->UserFlags = flags;
state->UserCallback = callback; state->UserCallback = callback;
@ -4162,7 +4193,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
} }
// User callback // User callback
if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackAlways)) != 0) if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0)
{ {
IM_ASSERT(callback != NULL); IM_ASSERT(callback != NULL);
@ -4184,8 +4215,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
event_flag = ImGuiInputTextFlags_CallbackHistory; event_flag = ImGuiInputTextFlags_CallbackHistory;
event_key = ImGuiKey_DownArrow; event_key = ImGuiKey_DownArrow;
} }
else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited)
{
event_flag = ImGuiInputTextFlags_CallbackEdit;
}
else if (flags & ImGuiInputTextFlags_CallbackAlways) else if (flags & ImGuiInputTextFlags_CallbackAlways)
{
event_flag = ImGuiInputTextFlags_CallbackAlways; event_flag = ImGuiInputTextFlags_CallbackAlways;
}
if (event_flag) if (event_flag)
{ {
@ -5617,17 +5654,14 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
// Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags.
// Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support.
// - Single-click on label = Toggle on MouseUp (default) // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0)
// - Single-click on arrow = Toggle on MouseUp (when _OpenOnArrow=0) // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0)
// - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1) // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1)
// - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1) // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1)
// - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0) // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0)
// This makes _OpenOnArrow have a subtle effect on _OpenOnDoubleClick: arrow click reacts on Down rather than Up. // It is rather standard that arrow click react on Down rather than Up.
// It is rather standard that arrow click react on Down rather than Up and we'd be tempted to make it the default
// (by removing the _OpenOnArrow test below), however this would have a perhaps surprising effect on CollapsingHeader()?
// So right now we are making this optional. May evolve later.
// We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work. // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work.
if (is_mouse_x_over_arrow && (flags & ImGuiTreeNodeFlags_OpenOnArrow)) if (is_mouse_x_over_arrow)
button_flags |= ImGuiButtonFlags_PressedOnClick; button_flags |= ImGuiButtonFlags_PressedOnClick;
else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
@ -6389,7 +6423,8 @@ bool ImGui::BeginMenuBar()
clip_rect.ClipWith(window->OuterRectClipped); clip_rect.ClipWith(window->OuterRectClipped);
PushClipRect(clip_rect.Min, clip_rect.Max, false); PushClipRect(clip_rect.Min, clip_rect.Max, false);
window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analoguous here, maybe a BeginGroupEx() with flags).
window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);
window->DC.LayoutType = ImGuiLayoutType_Horizontal; window->DC.LayoutType = ImGuiLayoutType_Horizontal;
window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu);