Merge branch 'master' into drag_and_drop

This commit is contained in:
omar
2017-11-15 10:24:54 +01:00
6 changed files with 185 additions and 112 deletions

163
imgui.cpp
View File

@ -775,7 +775,15 @@ ImGuiIO::ImGuiIO()
DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
DisplayVisibleMin = DisplayVisibleMax = ImVec2(0.0f, 0.0f);
// User functions
// Advanced/subtle behaviors
#ifdef __APPLE__
OptMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag
#else
OptMacOSXBehaviors = false;
#endif
OptCursorBlink = true;
// Settings (User Functions)
RenderDrawListsFn = NULL;
MemAllocFn = malloc;
MemFreeFn = free;
@ -791,11 +799,6 @@ ImGuiIO::ImGuiIO()
MouseDragThreshold = 6.0f;
for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++) KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f;
// Set OS X style defaults based on __APPLE__ compile time flag
#ifdef __APPLE__
OSXBehaviors = true;
#endif
}
// Pass in translated ASCII characters for text input.
@ -1386,10 +1389,10 @@ static ImVector<ImGuiStorage::Pair>::iterator LowerBound(ImVector<ImGuiStorage::
{
ImVector<ImGuiStorage::Pair>::iterator first = data.begin();
ImVector<ImGuiStorage::Pair>::iterator last = data.end();
int count = (int)(last - first);
size_t count = (size_t)(last - first);
while (count > 0)
{
int count2 = count / 2;
size_t count2 = count >> 1;
ImVector<ImGuiStorage::Pair>::iterator mid = first + count2;
if (mid->key < key)
{
@ -2484,6 +2487,7 @@ void ImGui::Shutdown()
g.WindowsSortBuffer.clear();
g.CurrentWindow = NULL;
g.CurrentWindowStack.clear();
g.WindowsById.Clear();
g.NavWindow = NULL;
g.HoveredWindow = NULL;
g.HoveredRootWindow = NULL;
@ -3127,6 +3131,7 @@ void ImGui::RenderTriangle(ImVec2 p_min, ImGuiDir dir, float scale)
case ImGuiDir_Left:
r = -r; // ...fall through, no break!
case ImGuiDir_Right:
center.x -= r * 0.25f;
a = ImVec2(1,0) * r;
b = ImVec2(-0.500f,+0.866f) * r;
c = ImVec2(-0.500f,-0.866f) * r;
@ -3941,13 +3946,9 @@ static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size,
ImGuiWindow* ImGui::FindWindowByName(const char* name)
{
// FIXME-OPT: Store sorted hashes -> pointers so we can do a bissection in a contiguous block
ImGuiContext& g = *GImGui;
ImGuiID id = ImHash(name, 0);
for (int i = 0; i < g.Windows.Size; i++)
if (g.Windows[i]->ID == id)
return g.Windows[i];
return NULL;
return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
}
static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags)
@ -3958,6 +3959,7 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
ImGuiWindow* window = (ImGuiWindow*)ImGui::MemAlloc(sizeof(ImGuiWindow));
IM_PLACEMENT_NEW(window) ImGuiWindow(name);
window->Flags = flags;
g.WindowsById.SetVoidPtr(window->ID, window);
if (flags & ImGuiWindowFlags_NoSavedSettings)
{
@ -4060,7 +4062,7 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window)
if (size_auto_fit_after_constraint.x < window->SizeContents.x && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar))
size_auto_fit.y += style.ScrollbarSize;
if (size_auto_fit_after_constraint.y < window->SizeContents.y && !(flags & ImGuiWindowFlags_NoScrollbar))
size_auto_fit.x += style.ScrollbarSize * 2.0f;
size_auto_fit.x += style.ScrollbarSize;
size_auto_fit.y = ImMax(size_auto_fit.y - style.ItemSpacing.y, 0.0f);
}
return size_auto_fit;
@ -4130,12 +4132,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
else
flags = window->Flags;
// Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
ImGuiWindow* parent_window = first_begin_of_the_frame ? (!g.CurrentWindowStack.empty() ? g.CurrentWindowStack.back() : NULL) : window->ParentWindow;
IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
// Add to stack
ImGuiWindow* parent_window = !g.CurrentWindowStack.empty() ? g.CurrentWindowStack.back() : NULL;
g.CurrentWindowStack.push_back(window);
SetCurrentWindow(window);
CheckStacksSize(window, true);
IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
if (flags & ImGuiWindowFlags_Popup)
@ -4202,21 +4206,17 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
g.SetNextWindowFocus = false;
}
// Update known root window (if we are a child window, otherwise window == window->RootWindow)
int root_idx, root_non_popup_idx;
for (root_idx = g.CurrentWindowStack.Size - 1; root_idx > 0; root_idx--)
if (!(g.CurrentWindowStack[root_idx]->Flags & ImGuiWindowFlags_ChildWindow))
break;
for (root_non_popup_idx = root_idx; root_non_popup_idx > 0; root_non_popup_idx--)
if (!(g.CurrentWindowStack[root_non_popup_idx]->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) || (g.CurrentWindowStack[root_non_popup_idx]->Flags & ImGuiWindowFlags_Modal))
break;
window->ParentWindow = parent_window;
window->RootWindow = g.CurrentWindowStack[root_idx];
window->RootNonPopupWindow = g.CurrentWindowStack[root_non_popup_idx]; // Used to display TitleBgActive color and for selecting which window to use for NavWindowing
// When reusing window again multiple times a frame, just append content (don't need to setup again)
if (first_begin_of_the_frame)
{
// Initialize
window->ParentWindow = parent_window;
window->RootWindow = !(flags & ImGuiWindowFlags_ChildWindow) ? window : parent_window->RootWindow;
window->RootNonPopupWindow = !(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) || (flags & ImGuiWindowFlags_Modal) ? window : parent_window->RootNonPopupWindow; // Used to display TitleBgActive color and for selecting which window to use for NavWindowing
//window->RootNavWindow = window;
//while (window->RootNavWindow->Flags & ImGuiWindowFlags_NavFlattened)
// window->RootNavWindow = window->RootNavWindow->ParentWindow;
window->Active = true;
window->OrderWithinParent = 0;
window->BeginCount = 0;
@ -4260,7 +4260,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// SIZE
// Save contents size from last frame for auto-fitting (unless explicitly specified)
// Update contents size from last frame for auto-fitting (unless explicitly specified)
window->SizeContents.x = (float)(int)((window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : ((window_is_new ? 0.0f : window->DC.CursorMaxPos.x - window->Pos.x) + window->Scroll.x));
window->SizeContents.y = (float)(int)((window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : ((window_is_new ? 0.0f : window->DC.CursorMaxPos.y - window->Pos.y) + window->Scroll.y));
@ -4279,7 +4279,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
}
// Lock window padding so that altering the ShowBorders flag for children doesn't have side-effects.
window->WindowPadding = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_ShowBorders | ImGuiWindowFlags_ComboBox | ImGuiWindowFlags_Popup))) ? ImVec2(0,0) : style.WindowPadding;
window->WindowPadding = style.WindowPadding;
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_ShowBorders | ImGuiWindowFlags_ComboBox | ImGuiWindowFlags_Popup)))
window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
// Calculate auto-fit size, handle automatic resize
const ImVec2 size_auto_fit = CalcSizeAutoFit(window);
@ -4312,7 +4314,22 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Apply minimum/maximum window size constraints and final size
window->SizeFull = CalcSizeFullWithConstraint(window, window->SizeFull);
window->Size = window->Collapsed ? window->TitleBarRect().GetSize() : window->SizeFull;
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup))
window->Size = window->SizeFull;
// SCROLLBAR STATUS
// Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size). We need to do this before manual resize (below) is effective.
if (!window->Collapsed)
{
window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > window->SizeFull.y + style.ItemSpacing.y) && !(flags & ImGuiWindowFlags_NoScrollbar));
window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > window->SizeFull.x - (window->ScrollbarY ? style.ScrollbarSize : 0.0f) - window->WindowPadding.x) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
if (window->ScrollbarX && !window->ScrollbarY)
window->ScrollbarY = (window->SizeContents.y > window->SizeFull.y + style.ItemSpacing.y - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
window->BorderSize = (flags & ImGuiWindowFlags_ShowBorders) ? 1.0f : 0.0f;
}
// POSITION
// Position child window
@ -4325,7 +4342,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
IM_ASSERT(window_size_set_by_api); // Submitted by BeginChild()
window->Pos = window->PosFloat = parent_window->DC.CursorPos;
window->Size = window->SizeFull;
}
const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFrames == 0);
@ -4412,7 +4428,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Manual resize
// Using the FlattenChilds button flag, we make the resize button accessible even if we are hovering over a child window
const ImVec2 br = window->Rect().GetBR();
const ImRect resize_rect(br - ImVec2(resize_corner_size * 0.75f, resize_corner_size * 0.75f), br);
const ImRect resize_rect(br - ImFloor(ImVec2(resize_corner_size * 0.75f, resize_corner_size * 0.75f)), br);
const ImGuiID resize_id = window->GetID("#RESIZE");
bool hovered, held;
ButtonBehavior(resize_rect, resize_id, &hovered, &held, ImGuiButtonFlags_FlattenChilds);
@ -4430,7 +4446,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
else if (held)
{
// We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
size_target = (g.IO.MousePos - g.ActiveIdClickOffset + resize_rect.GetSize()) - window->Pos;
size_target = (g.IO.MousePos - g.ActiveIdClickOffset - window->Pos) + resize_rect.GetSize();
}
if (size_target.x != FLT_MAX && size_target.y != FLT_MAX)
@ -4442,14 +4458,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
title_bar_rect = window->TitleBarRect();
}
// Scrollbars
window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > window->Size.y + style.ItemSpacing.y) && !(flags & ImGuiWindowFlags_NoScrollbar));
window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > window->Size.x - (window->ScrollbarY ? style.ScrollbarSize : 0.0f) - window->WindowPadding.x) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
if (window->ScrollbarX && !window->ScrollbarY)
window->ScrollbarY = (window->SizeContents.y > window->Size.y + style.ItemSpacing.y - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
window->BorderSize = (flags & ImGuiWindowFlags_ShowBorders) ? 1.0f : 0.0f;
// Window background, Default Alpha
ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags));
window->DrawList->AddRectFilled(window->Pos+ImVec2(0,window->TitleBarHeight()), window->Pos+window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImGuiCorner_All : ImGuiCorner_BotLeft|ImGuiCorner_BotRight);
@ -4502,6 +4510,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->ContentsRegionRect.Max.y = -window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y));
// Setup drawing context
// (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
window->DC.IndentX = 0.0f + window->WindowPadding.x - window->Scroll.x;
window->DC.GroupOffsetX = 0.0f;
window->DC.ColumnsOffsetX = 0.0f;
@ -5305,8 +5314,7 @@ bool ImGui::IsWindowAppearing()
void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
{
ImGuiWindow* window = FindWindowByName(name);
if (window)
if (ImGuiWindow* window = FindWindowByName(name))
SetWindowCollapsed(window, collapsed, cond);
}
@ -5858,6 +5866,10 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
if ((flags & ImGuiButtonFlags_FlattenChilds) && g.HoveredRootWindow == window)
g.HoveredWindow = backup_hovered_window;
// AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.
if (hovered && (flags & ImGuiButtonFlags_AllowOverlapMode) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))
hovered = false;
if (hovered)
{
if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
@ -5877,11 +5889,15 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
{
pressed = true;
if (flags & ImGuiButtonFlags_NoHoldingActiveID)
{
ClearActiveID();
}
else
{
SetActiveID(id, window); // Hold on ID
g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
}
FocusWindow(window);
g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
}
if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0])
{
@ -5914,10 +5930,6 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
}
}
// AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.
if (hovered && (flags & ImGuiButtonFlags_AllowOverlapMode) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))
hovered = pressed = held = false;
if (out_hovered) *out_hovered = hovered;
if (out_held) *out_held = held;
@ -6023,6 +6035,34 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius)
return pressed;
}
// [Internal]
bool ImGui::ArrowButton(ImGuiID id, ImGuiDir dir, ImVec2 padding, ImGuiButtonFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return false;
const ImGuiStyle& style = g.Style;
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + padding.x * 2.0f, g.FontSize + padding.y * 2.0f));
ItemSize(bb, style.FramePadding.y);
if (!ItemAdd(bb, id))
return false;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
#ifdef IMGUI_HAS_NAV
RenderNavHighlight(bb, id);
#endif
RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
RenderTriangle(bb.Min + padding, dir, 1.0f);
return pressed;
}
void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
{
ImGuiWindow* window = GetCurrentWindow();
@ -8133,7 +8173,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_state.ScrollX;
const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize*0.5f));
const bool osx_double_click_selects_words = io.OSXBehaviors; // OS X style: Double click selects by word instead of selecting whole text
const bool osx_double_click_selects_words = io.OptMacOSXBehaviors; // OS X style: Double click selects by word instead of selecting whole text
if (select_all || (hovered && !osx_double_click_selects_words && io.MouseDoubleClicked[0]))
{
edit_state.SelectAll();
@ -8185,9 +8225,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
{
// Handle key-presses
const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);
const bool is_shortcut_key_only = (io.OSXBehaviors ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl
const bool is_wordmove_key_down = io.OSXBehaviors ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl
const bool is_startend_key_down = io.OSXBehaviors && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
const bool is_shortcut_key_only = (io.OptMacOSXBehaviors ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl
const bool is_wordmove_key_down = io.OptMacOSXBehaviors ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl
const bool is_startend_key_down = io.OptMacOSXBehaviors && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
@ -8201,7 +8241,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
if (!edit_state.HasSelection())
{
if (is_wordmove_key_down) edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT);
else if (io.OSXBehaviors && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) edit_state.OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT);
else if (io.OptMacOSXBehaviors && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) edit_state.OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT);
}
edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
}
@ -8525,7 +8565,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + edit_state.CurLenA, 0.0f, is_multiline ? NULL : &clip_rect);
// Draw blinking cursor
bool cursor_is_visible = (g.InputTextState.CursorAnim <= 0.0f) || fmodf(g.InputTextState.CursorAnim, 1.20f) <= 0.80f;
bool cursor_is_visible = (!g.IO.OptCursorBlink) || (g.InputTextState.CursorAnim <= 0.0f) || fmodf(g.InputTextState.CursorAnim, 1.20f) <= 0.80f;
ImVec2 cursor_screen_pos = render_pos + cursor_offset - render_scroll;
ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y-g.FontSize+0.5f, cursor_screen_pos.x+1.0f, cursor_screen_pos.y-1.5f);
if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
@ -9135,7 +9175,7 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo
PopStyleColor();
}
if (selected)
RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * (0.20f+0.200f), g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f);
RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f);
}
return pressed;
}
@ -9254,7 +9294,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
RenderTriangle(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.20f, 0.0f), ImGuiDir_Right);
RenderTriangle(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right);
if (!enabled) PopStyleColor();
}
@ -10496,8 +10536,8 @@ void ImGui::EndColumns()
{
float x = window->Pos.x + GetColumnOffset(i);
const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(i);
const float column_w = 4.0f; // Width for interaction
const ImRect column_rect(ImVec2(x - column_w, y1), ImVec2(x + column_w, y2));
const float column_hw = 4.0f; // Half-width for interaction
const ImRect column_rect(ImVec2(x - column_hw, y1), ImVec2(x + column_hw, y2));
if (IsClippedEx(column_rect, column_id, false))
continue;
@ -10508,15 +10548,16 @@ void ImGui::EndColumns()
if (hovered || held)
g.MouseCursor = ImGuiMouseCursor_ResizeEW;
if (held && g.ActiveIdIsJustActivated)
g.ActiveIdClickOffset.x -= column_w; // Store from center of column line (we used a 8 wide rect for columns clicking). This is used by GetDraggedColumnOffset().
g.ActiveIdClickOffset.x -= column_hw; // Store from center of column line (we used a 8 wide rect for columns clicking). This is used by GetDraggedColumnOffset().
if (held)
dragging_column = i;
}
// Draw column
// We clip the Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
const float xi = (float)(int)x;
window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
window->DrawList->AddLine(ImVec2(xi, ImMax(y1 + 1.0f, window->ClipRect.Min.y)), ImVec2(xi, ImMin(y2, window->ClipRect.Max.y)), col);
}
// Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.