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Merge branch 'master' into docking
# Conflicts: # docs/CHANGELOG.txt # imgui.cpp
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@ -1,4 +1,4 @@
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// dear imgui, v1.72
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// dear imgui, v1.72b
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// (internal structures/api)
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// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
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@ -374,7 +374,8 @@ enum ImGuiSelectableFlagsPrivate_
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ImGuiSelectableFlags_PressedOnRelease = 1 << 22,
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ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 23, // FIXME: We may be able to remove this (added in 6251d379 for menus)
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ImGuiSelectableFlags_AllowItemOverlap = 1 << 24,
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ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 25 // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
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ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 25, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
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ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26
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};
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// Extend ImGuiTreeNodeFlags_
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@ -650,22 +651,23 @@ struct IMGUI_API ImGuiInputTextState
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float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately
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bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
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bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
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ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback
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ImGuiInputTextCallback UserCallback; // "
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void* UserCallbackData; // "
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// Temporarily set when active
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ImGuiInputTextFlags UserFlags;
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ImGuiInputTextCallback UserCallback;
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void* UserCallbackData;
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ImGuiInputTextState() { memset(this, 0, sizeof(*this)); }
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void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); }
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void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); }
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int GetUndoAvailCount() const { return Stb.undostate.undo_point; }
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int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; }
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void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation
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ImGuiInputTextState() { memset(this, 0, sizeof(*this)); }
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void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); }
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void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
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void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); }
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bool HasSelection() const { return Stb.select_start != Stb.select_end; }
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void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; }
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void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }
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int GetUndoAvailCount() const { return Stb.undostate.undo_point; }
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int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; }
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void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation
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// Cursor & Selection
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void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
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void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); }
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bool HasSelection() const { return Stb.select_start != Stb.select_end; }
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void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; }
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void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }
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};
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// Windows data saved in imgui.ini file
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@ -1660,8 +1662,6 @@ namespace ImGui
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IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window);
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IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
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IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);
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IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x);
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IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y);
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IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window);
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IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
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IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);
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@ -1695,6 +1695,13 @@ namespace ImGui
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IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name);
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IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
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// Scrolling
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IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x);
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IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y);
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IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio = 0.5f);
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IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio = 0.5f);
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IMGUI_API void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect);
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// Basic Accessors
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inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; }
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inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }
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