Merge branch 'master' into 2016-02-colorpicker

This commit is contained in:
omar 2017-01-11 21:03:35 +01:00
commit b6c0227add
5 changed files with 27 additions and 20 deletions

View File

@ -1860,7 +1860,7 @@ ImGuiWindow* ImGui::GetParentWindow()
return g.CurrentWindowStack[(unsigned int)g.CurrentWindowStack.Size - 2]; return g.CurrentWindowStack[(unsigned int)g.CurrentWindowStack.Size - 2];
} }
void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window = NULL) void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
g.ActiveId = id; g.ActiveId = id;
@ -1871,6 +1871,11 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window = NULL)
g.ActiveIdWindow = window; g.ActiveIdWindow = window;
} }
void ImGui::ClearActiveID()
{
SetActiveID(0, NULL);
}
void ImGui::SetHoveredID(ImGuiID id) void ImGui::SetHoveredID(ImGuiID id)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -2206,7 +2211,7 @@ void ImGui::NewFrame()
g.HoveredId = 0; g.HoveredId = 0;
g.HoveredIdAllowOverlap = false; g.HoveredIdAllowOverlap = false;
if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
SetActiveID(0); ClearActiveID();
g.ActiveIdPreviousFrame = g.ActiveId; g.ActiveIdPreviousFrame = g.ActiveId;
g.ActiveIdIsAlive = false; g.ActiveIdIsAlive = false;
g.ActiveIdIsJustActivated = false; g.ActiveIdIsJustActivated = false;
@ -2229,7 +2234,7 @@ void ImGui::NewFrame()
} }
else else
{ {
SetActiveID(0); ClearActiveID();
g.MovedWindow = NULL; g.MovedWindow = NULL;
g.MovedWindowMoveId = 0; g.MovedWindowMoveId = 0;
} }
@ -4216,7 +4221,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
ApplySizeFullWithConstraint(window, size_auto_fit); ApplySizeFullWithConstraint(window, size_auto_fit);
if (!(flags & ImGuiWindowFlags_NoSavedSettings)) if (!(flags & ImGuiWindowFlags_NoSavedSettings))
MarkIniSettingsDirty(); MarkIniSettingsDirty();
SetActiveID(0); ClearActiveID();
} }
else if (held) else if (held)
{ {
@ -4564,7 +4569,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
// Steal focus on active widgets // Steal focus on active widgets
if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it.. if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it..
if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window) if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window)
SetActiveID(0); ClearActiveID();
// Bring to front // Bring to front
if ((window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) || g.Windows.back() == window) if ((window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) || g.Windows.back() == window)
@ -5537,7 +5542,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
{ {
if (out_hovered) *out_hovered = false; if (out_hovered) *out_hovered = false;
if (out_held) *out_held = false; if (out_held) *out_held = false;
if (g.ActiveId == id) SetActiveID(0); if (g.ActiveId == id) ClearActiveID();
return false; return false;
} }
@ -5565,14 +5570,14 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0])) if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0]))
{ {
pressed = true; pressed = true;
SetActiveID(0); ClearActiveID();
FocusWindow(window); FocusWindow(window);
} }
if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0]) if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0])
{ {
if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release> if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release>
pressed = true; pressed = true;
SetActiveID(0); ClearActiveID();
} }
// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
@ -5594,7 +5599,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease)) if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease))
if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release> if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release>
pressed = true; pressed = true;
SetActiveID(0); ClearActiveID();
} }
} }
@ -6559,7 +6564,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
} }
else else
{ {
SetActiveID(0); ClearActiveID();
} }
} }
@ -6875,7 +6880,7 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s
} }
else else
{ {
SetActiveID(0); ClearActiveID();
} }
} }
@ -7778,7 +7783,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
{ {
// Release focus when we click outside // Release focus when we click outside
if (g.ActiveId == id) if (g.ActiveId == id)
SetActiveID(0); ClearActiveID();
} }
bool value_changed = false; bool value_changed = false;
@ -7880,7 +7885,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
{ {
SetActiveID(0); ClearActiveID();
enter_pressed = true; enter_pressed = true;
} }
else if (is_editable) else if (is_editable)
@ -7896,7 +7901,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
if (InputTextFilterCharacter(&c, flags, callback, user_data)) if (InputTextFilterCharacter(&c, flags, callback, user_data))
edit_state.OnKeyPressed((int)c); edit_state.OnKeyPressed((int)c);
} }
else if (IsKeyPressedMap(ImGuiKey_Escape)) { SetActiveID(0); cancel_edit = true; } else if (IsKeyPressedMap(ImGuiKey_Escape)) { ClearActiveID(); cancel_edit = true; }
else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Z) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_UNDO); edit_state.ClearSelection(); } else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Z) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_UNDO); edit_state.ClearSelection(); }
else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Y) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_REDO); edit_state.ClearSelection(); } else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Y) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_REDO); edit_state.ClearSelection(); }
else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_A)) { edit_state.SelectAll(); edit_state.CursorFollow = true; } else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_A)) { edit_state.SelectAll(); edit_state.CursorFollow = true; }
@ -8491,7 +8496,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
SetHoveredID(id); SetHoveredID(id);
if (g.IO.MouseClicked[0]) if (g.IO.MouseClicked[0])
{ {
SetActiveID(0); ClearActiveID();
if (IsPopupOpen(id)) if (IsPopupOpen(id))
{ {
ClosePopup(id); ClosePopup(id);
@ -8540,7 +8545,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
item_text = "*Unknown item*"; item_text = "*Unknown item*";
if (Selectable(item_text, item_selected)) if (Selectable(item_text, item_selected))
{ {
SetActiveID(0); ClearActiveID();
value_changed = true; value_changed = true;
*current_item = i; *current_item = i;
} }

View File

@ -373,7 +373,7 @@ namespace ImGui
// Popups // Popups
IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
IMGUI_API bool BeginPopup(const char* str_id); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returned true! IMGUI_API bool BeginPopup(const char* str_id); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returned true!
IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (can't close them by clicking outside) IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (block interactions behind the modal window, can't close the modal window by clicking outside)
IMGUI_API bool BeginPopupContextItem(const char* str_id, int mouse_button = 1); // helper to open and begin popup when clicked on last item. read comments in .cpp! IMGUI_API bool BeginPopupContextItem(const char* str_id, int mouse_button = 1); // helper to open and begin popup when clicked on last item. read comments in .cpp!
IMGUI_API bool BeginPopupContextWindow(bool also_over_items = true, const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on current window. IMGUI_API bool BeginPopupContextWindow(bool also_over_items = true, const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on current window.
IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (no window). IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (no window).

View File

@ -362,7 +362,7 @@ void ImGui::ShowTestWindow(bool* p_open)
ImVec2 pos = ImGui::GetCursorScreenPos(); ImVec2 pos = ImGui::GetCursorScreenPos();
ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255)); ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255));
ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
ImGui::Text("lazy dog. This paragraph is made to fit within %.0f pixels. The quick brown fox jumps over the lazy dog.", wrap_width); ImGui::Text("The lazy dog is a good dog. This paragraph is made to fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width);
ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255)); ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255));
ImGui::PopTextWrapPos(); ImGui::PopTextWrapPos();
@ -370,7 +370,7 @@ void ImGui::ShowTestWindow(bool* p_open)
pos = ImGui::GetCursorScreenPos(); pos = ImGui::GetCursorScreenPos();
ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255)); ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255));
ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
ImGui::Text("aaaaaaaa bbbbbbbb, cccccccc,dddddddd. eeeeeeee ffffffff. gggggggg!hhhhhhhh"); ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh");
ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255)); ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255));
ImGui::PopTextWrapPos(); ImGui::PopTextWrapPos();
@ -2315,7 +2315,7 @@ struct ExampleAppConsole
for (int i = 0; i < candidates.Size && all_candidates_matches; i++) for (int i = 0; i < candidates.Size && all_candidates_matches; i++)
if (i == 0) if (i == 0)
c = toupper(candidates[i][match_len]); c = toupper(candidates[i][match_len]);
else if (c != toupper(candidates[i][match_len])) else if (c == 0 || c != toupper(candidates[i][match_len]))
all_candidates_matches = false; all_candidates_matches = false;
if (!all_candidates_matches) if (!all_candidates_matches)
break; break;

View File

@ -1851,6 +1851,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
{ {
line_width += blank_width; line_width += blank_width;
blank_width = 0.0f; blank_width = 0.0f;
word_end = s;
} }
blank_width += char_width; blank_width += char_width;
inside_word = false; inside_word = false;

View File

@ -709,6 +709,7 @@ namespace ImGui
IMGUI_API void EndFrame(); // Ends the ImGui frame. Automatically called by Render()! you most likely don't need to ever call that yourself directly. If you don't need to render you can call EndFrame() but you'll have wasted CPU already. If you don't need to render, don't create any windows instead! IMGUI_API void EndFrame(); // Ends the ImGui frame. Automatically called by Render()! you most likely don't need to ever call that yourself directly. If you don't need to render you can call EndFrame() but you'll have wasted CPU already. If you don't need to render, don't create any windows instead!
IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
IMGUI_API void ClearActiveID();
IMGUI_API void SetHoveredID(ImGuiID id); IMGUI_API void SetHoveredID(ImGuiID id);
IMGUI_API void KeepAliveID(ImGuiID id); IMGUI_API void KeepAliveID(ImGuiID id);