Merge branch 'master' into docking

# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
This commit is contained in:
omar 2019-07-31 14:34:58 -07:00
commit b8d8355f10
9 changed files with 262 additions and 208 deletions

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@ -99,7 +99,22 @@ Other changes:
----------------------------------------------------------------------- -----------------------------------------------------------------------
VERSION 1.72 (In Progress) VERSION 1.72b (Released 2019-07-31)
-----------------------------------------------------------------------
Other Changes:
- Nav, Scrolling: Fixed programmatic scroll leading to a slightly incorrect scroll offset when
the window has decorations or a menu-bar (broken in 1.71). This was mostly noticeable when
a keyboard/gamepad movement led to scrolling the view, or using e.g. SetScrollHereY() function.
- Nav: Made hovering non-MenuItem Selectable not re-assign the source item for keyboard navigation.
- Nav: Fixed an issue with NavFlattened window flag (beta) where widgets not entirely fitting
in child window (often selectables because of their protruding sides) would be not considered
as entry points to to navigate toward the child window. (#787)
-----------------------------------------------------------------------
VERSION 1.72 (Released 2019-07-27)
----------------------------------------------------------------------- -----------------------------------------------------------------------
Breaking Changes: Breaking Changes:
@ -114,7 +129,6 @@ Breaking Changes:
Kept redirection function (will obsolete). (#581, #324) Kept redirection function (will obsolete). (#581, #324)
Other Changes: Other Changes:
comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style).
- Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or - Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or
until a short delay expires (~2 seconds). This allow uninterrupted scroll even if child windows are until a short delay expires (~2 seconds). This allow uninterrupted scroll even if child windows are
passing under the mouse cursor. (#2604) passing under the mouse cursor. (#2604)
@ -131,6 +145,7 @@ Other Changes:
any more. Forwarding can still be disabled by setting ImGuiWindowFlags_NoInputs. (amend #1502, #1380). any more. Forwarding can still be disabled by setting ImGuiWindowFlags_NoInputs. (amend #1502, #1380).
- Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71). - Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71).
- Window: Fixed old SetWindowFontScale() api value from not being inherited by child window. Added - Window: Fixed old SetWindowFontScale() api value from not being inherited by child window. Added
comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style).
- Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small. - Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small.
- Combo: Hide arrow when there's not enough space even for the square button. - Combo: Hide arrow when there's not enough space even for the square button.
- InputText: Testing for newly added ImGuiKey_KeyPadEnter key. (#2677, #2005) [@amc522] - InputText: Testing for newly added ImGuiKey_KeyPadEnter key. (#2677, #2005) [@amc522]

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@ -1,5 +1,5 @@
----------------------------------------------------------------------- -----------------------------------------------------------------------
dear imgui, v1.72 dear imgui, v1.72b
----------------------------------------------------------------------- -----------------------------------------------------------------------
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)

346
imgui.cpp
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@ -1,4 +1,4 @@
// dear imgui, v1.72 // dear imgui, v1.72b
// (main code and documentation) // (main code and documentation)
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
@ -72,6 +72,7 @@ CODE
// [SECTION] ImGuiListClipper // [SECTION] ImGuiListClipper
// [SECTION] RENDER HELPERS // [SECTION] RENDER HELPERS
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
// [SECTION] SCROLLING
// [SECTION] TOOLTIPS // [SECTION] TOOLTIPS
// [SECTION] POPUPS // [SECTION] POPUPS
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION // [SECTION] KEYBOARD/GAMEPAD NAVIGATION
@ -3234,13 +3235,15 @@ void ImGui::MemFree(void* ptr)
const char* ImGui::GetClipboardText() const char* ImGui::GetClipboardText()
{ {
return GImGui->IO.GetClipboardTextFn ? GImGui->IO.GetClipboardTextFn(GImGui->IO.ClipboardUserData) : ""; ImGuiContext& g = *GImGui;
return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
} }
void ImGui::SetClipboardText(const char* text) void ImGui::SetClipboardText(const char* text)
{ {
if (GImGui->IO.SetClipboardTextFn) ImGuiContext& g = *GImGui;
GImGui->IO.SetClipboardTextFn(GImGui->IO.ClipboardUserData, text); if (g.IO.SetClipboardTextFn)
g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
} }
const char* ImGui::GetVersion() const char* ImGui::GetVersion()
@ -4677,15 +4680,18 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c
int ImGui::GetKeyIndex(ImGuiKey imgui_key) int ImGui::GetKeyIndex(ImGuiKey imgui_key)
{ {
IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT); IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT);
return GImGui->IO.KeyMap[imgui_key]; ImGuiContext& g = *GImGui;
return g.IO.KeyMap[imgui_key];
} }
// Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]! // Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]!
bool ImGui::IsKeyDown(int user_key_index) bool ImGui::IsKeyDown(int user_key_index)
{ {
if (user_key_index < 0) return false; if (user_key_index < 0)
IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown)); return false;
return GImGui->IO.KeysDown[user_key_index]; ImGuiContext& g = *GImGui;
IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
return g.IO.KeysDown[user_key_index];
} }
int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate) int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate)
@ -5315,40 +5321,6 @@ ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window)
return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents)); return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents));
} }
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges)
{
ImGuiContext& g = *GImGui;
ImVec2 scroll = window->Scroll;
if (window->ScrollTarget.x < FLT_MAX)
{
float cr_x = window->ScrollTargetCenterRatio.x;
float target_x = window->ScrollTarget.x;
if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x)
target_x = 0.0f;
else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + GImGui->Style.ItemSpacing.x)
target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f;
scroll.x = target_x - cr_x * window->InnerRect.GetWidth();
}
if (window->ScrollTarget.y < FLT_MAX)
{
// 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding.
float cr_y = window->ScrollTargetCenterRatio.y;
float target_y = window->ScrollTarget.y;
if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y)
target_y = 0.0f;
if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y)
target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f;
scroll.y = target_y - cr_y * window->InnerRect.GetHeight();
}
scroll = ImMax(scroll, ImVec2(0.0f, 0.0f));
if (!window->Collapsed && !window->SkipItems)
{
scroll.x = ImMin(scroll.x, window->ScrollMax.x);
scroll.y = ImMin(scroll.y, window->ScrollMax.y);
}
return scroll;
}
static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags) static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags)
{ {
if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
@ -6285,7 +6257,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Inner rectangle // Inner rectangle
// Not affected by window border size. Used by: // Not affected by window border size. Used by:
// - InnerClipRect // - InnerClipRect
// - NavScrollToBringItemIntoView() // - ScrollToBringRectIntoView()
// - NavUpdatePageUpPageDown() // - NavUpdatePageUpPageDown()
// - Scrollbar() // - Scrollbar()
window->InnerRect.Min.x = window->Pos.x; window->InnerRect.Min.x = window->Pos.x;
@ -6781,7 +6753,7 @@ void ImGui::PushMultiItemsWidths(int components, float w_full)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow; ImGuiWindow* window = g.CurrentWindow;
const ImGuiStyle& style = GImGui->Style; const ImGuiStyle& style = g.Style;
const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
window->DC.ItemWidthStack.push_back(w_item_last); window->DC.ItemWidthStack.push_back(w_item_last);
@ -7626,93 +7598,6 @@ void ImGui::SetCursorScreenPos(const ImVec2& pos)
window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
} }
float ImGui::GetScrollX()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->Scroll.x;
}
float ImGui::GetScrollY()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->Scroll.y;
}
float ImGui::GetScrollMaxX()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ScrollMax.x;
}
float ImGui::GetScrollMaxY()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ScrollMax.y;
}
void ImGui::SetScrollX(float scroll_x)
{
ImGuiWindow* window = GetCurrentWindow();
window->ScrollTarget.x = scroll_x;
window->ScrollTargetCenterRatio.x = 0.0f;
}
void ImGui::SetScrollY(float scroll_y)
{
ImGuiWindow* window = GetCurrentWindow();
window->ScrollTarget.y = scroll_y;
window->ScrollTargetCenterRatio.y = 0.0f;
}
void ImGui::SetScrollX(ImGuiWindow* window, float new_scroll_x)
{
window->ScrollTarget.x = new_scroll_x;
window->ScrollTargetCenterRatio.x = 0.0f;
}
void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y)
{
window->ScrollTarget.y = new_scroll_y;
window->ScrollTargetCenterRatio.y = 0.0f;
}
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
{
// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x);
window->ScrollTargetCenterRatio.x = center_x_ratio;
}
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
{
// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y);
window->ScrollTargetCenterRatio.y = center_y_ratio;
}
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
void ImGui::SetScrollHereX(float center_x_ratio)
{
ImGuiWindow* window = GetCurrentWindow();
float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space
float last_item_width = window->DC.LastItemRect.GetWidth();
target_x += (last_item_width * center_x_ratio) + (GImGui->Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item.
SetScrollFromPosX(target_x, center_x_ratio);
}
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
void ImGui::SetScrollHereY(float center_y_ratio)
{
ImGuiWindow* window = GetCurrentWindow();
float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space
target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
SetScrollFromPosY(target_y, center_y_ratio);
}
void ImGui::ActivateItem(ImGuiID id) void ImGui::ActivateItem(ImGuiID id)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -7949,6 +7834,167 @@ void ImGui::Unindent(float indent_w)
window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
} }
//-----------------------------------------------------------------------------
// [SECTION] SCROLLING
//-----------------------------------------------------------------------------
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges)
{
ImGuiContext& g = *GImGui;
ImVec2 scroll = window->Scroll;
if (window->ScrollTarget.x < FLT_MAX)
{
float cr_x = window->ScrollTargetCenterRatio.x;
float target_x = window->ScrollTarget.x;
if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x)
target_x = 0.0f;
else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + g.Style.ItemSpacing.x)
target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f;
scroll.x = target_x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x);
}
if (window->ScrollTarget.y < FLT_MAX)
{
// 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding.
float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
float cr_y = window->ScrollTargetCenterRatio.y;
float target_y = window->ScrollTarget.y;
if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y)
target_y = 0.0f;
if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y)
target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f;
scroll.y = target_y - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height);
}
scroll = ImMax(scroll, ImVec2(0.0f, 0.0f));
if (!window->Collapsed && !window->SkipItems)
{
scroll.x = ImMin(scroll.x, window->ScrollMax.x);
scroll.y = ImMin(scroll.y, window->ScrollMax.y);
}
return scroll;
}
// Scroll to keep newly navigated item fully into view
void ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect)
{
ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
//GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
if (window_rect.Contains(item_rect))
return;
ImGuiContext& g = *GImGui;
if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f);
else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f);
if (item_rect.Min.y < window_rect.Min.y)
SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f);
else if (item_rect.Max.y >= window_rect.Max.y)
SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f);
}
float ImGui::GetScrollX()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->Scroll.x;
}
float ImGui::GetScrollY()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->Scroll.y;
}
float ImGui::GetScrollMaxX()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ScrollMax.x;
}
float ImGui::GetScrollMaxY()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ScrollMax.y;
}
void ImGui::SetScrollX(float scroll_x)
{
ImGuiWindow* window = GetCurrentWindow();
window->ScrollTarget.x = scroll_x;
window->ScrollTargetCenterRatio.x = 0.0f;
}
void ImGui::SetScrollY(float scroll_y)
{
ImGuiWindow* window = GetCurrentWindow();
window->ScrollTarget.y = scroll_y;
window->ScrollTargetCenterRatio.y = 0.0f;
}
void ImGui::SetScrollX(ImGuiWindow* window, float new_scroll_x)
{
window->ScrollTarget.x = new_scroll_x;
window->ScrollTargetCenterRatio.x = 0.0f;
}
void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y)
{
window->ScrollTarget.y = new_scroll_y;
window->ScrollTargetCenterRatio.y = 0.0f;
}
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
{
// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x);
window->ScrollTargetCenterRatio.x = center_x_ratio;
}
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
{
// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
local_y -= decoration_up_height;
window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y);
window->ScrollTargetCenterRatio.y = center_y_ratio;
}
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
{
ImGuiContext& g = *GImGui;
SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
}
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
{
ImGuiContext& g = *GImGui;
SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
}
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
void ImGui::SetScrollHereX(float center_x_ratio)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space
float last_item_width = window->DC.LastItemRect.GetWidth();
target_x += (last_item_width * center_x_ratio) + (g.Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item.
SetScrollFromPosX(target_x, center_x_ratio);
}
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
void ImGui::SetScrollHereY(float center_y_ratio)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space
target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (g.Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
SetScrollFromPosY(target_y, center_y_ratio);
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// [SECTION] TOOLTIPS // [SECTION] TOOLTIPS
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -8486,7 +8532,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
if (window->ParentWindow == g.NavWindow) if (window->ParentWindow == g.NavWindow)
{ {
IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened); IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
if (!window->ClipRect.Contains(cand)) if (!window->ClipRect.Overlaps(cand))
return false; return false;
cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
} }
@ -8859,38 +8905,6 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput
return delta; return delta;
} }
// Scroll to keep newly navigated item fully into view
// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
{
ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
//GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
if (window_rect.Contains(item_rect))
return;
ImGuiContext& g = *GImGui;
if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
{
window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x;
window->ScrollTargetCenterRatio.x = 0.0f;
}
else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
{
window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x;
window->ScrollTargetCenterRatio.x = 1.0f;
}
if (item_rect.Min.y < window_rect.Min.y)
{
window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y;
window->ScrollTargetCenterRatio.y = 0.0f;
}
else if (item_rect.Max.y >= window_rect.Max.y)
{
window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y;
window->ScrollTargetCenterRatio.y = 1.0f;
}
}
static void ImGui::NavUpdate() static void ImGui::NavUpdate()
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -9200,7 +9214,7 @@ static void ImGui::NavUpdateMoveResult()
if (g.NavLayer == 0) if (g.NavLayer == 0)
{ {
ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
NavScrollToBringItemIntoView(result->Window, rect_abs); ScrollToBringRectIntoView(result->Window, rect_abs);
// Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate() // Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate()
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false); ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false);
@ -9209,7 +9223,7 @@ static void ImGui::NavUpdateMoveResult()
// Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy). // Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy).
if (result->Window->Flags & ImGuiWindowFlags_ChildWindow) if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll)); ScrollToBringRectIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll));
} }
ClearActiveID(); ClearActiveID();

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@ -1,4 +1,4 @@
// dear imgui, v1.72 // dear imgui, v1.72b
// (headers) // (headers)
// See imgui.cpp file for documentation. // See imgui.cpp file for documentation.
@ -47,8 +47,8 @@ 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 "1.72" #define IMGUI_VERSION "1.72b"
#define IMGUI_VERSION_NUM 17200 #define IMGUI_VERSION_NUM 17202
#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

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@ -1,4 +1,4 @@
// dear imgui, v1.72 // dear imgui, v1.72b
// (demo code) // (demo code)
// Message to the person tempted to delete this file when integrating Dear ImGui into their code base: // Message to the person tempted to delete this file when integrating Dear ImGui into their code base:
@ -2122,23 +2122,29 @@ static void ShowDemoWindowLayout()
// Vertical scroll functions // Vertical scroll functions
HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position.");
static bool track = true;
static int track_item = 50; static int track_item = 50;
static bool enable_track = true;
static bool enable_extra_decorations = false;
static float scroll_to_off_px = 0.0f; static float scroll_to_off_px = 0.0f;
static float scroll_to_pos_px = 200.0f; static float scroll_to_pos_px = 200.0f;
ImGui::Checkbox("Track", &track);
ImGui::Checkbox("Decoration", &enable_extra_decorations);
ImGui::SameLine();
HelpMarker("We expose this for testing because scrolling sometimes had issues with window decoration such as menu-bars.");
ImGui::Checkbox("Track", &enable_track);
ImGui::PushItemWidth(100); ImGui::PushItemWidth(100);
ImGui::SameLine(140); track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d");
bool scroll_to_off = ImGui::Button("Scroll Offset"); bool scroll_to_off = ImGui::Button("Scroll Offset");
ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, 9999, "+%.0f px"); ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, 9999, "+%.0f px");
bool scroll_to_pos = ImGui::Button("Scroll To Pos"); bool scroll_to_pos = ImGui::Button("Scroll To Pos");
ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, 0, 9999, "X/Y = %.0f px"); ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, 9999, "X/Y = %.0f px");
ImGui::PopItemWidth(); ImGui::PopItemWidth();
if (scroll_to_off || scroll_to_pos) if (scroll_to_off || scroll_to_pos)
track = false; enable_track = false;
ImGuiStyle& style = ImGui::GetStyle(); ImGuiStyle& style = ImGui::GetStyle();
float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5;
@ -2152,14 +2158,20 @@ static void ShowDemoWindowLayout()
const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" };
ImGui::TextUnformatted(names[i]); ImGui::TextUnformatted(names[i]);
ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, ImGuiWindowFlags_None); ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0;
ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, child_flags);
if (ImGui::BeginMenuBar())
{
ImGui::TextUnformatted("abc");
ImGui::EndMenuBar();
}
if (scroll_to_off) if (scroll_to_off)
ImGui::SetScrollY(scroll_to_off_px); ImGui::SetScrollY(scroll_to_off_px);
if (scroll_to_pos) if (scroll_to_pos)
ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f);
for (int item = 0; item < 100; item++) for (int item = 0; item < 100; item++)
{ {
if (track && item == track_item) if (enable_track && item == track_item)
{ {
ImGui::TextColored(ImVec4(1,1,0,1), "Item %d", item); ImGui::TextColored(ImVec4(1,1,0,1), "Item %d", item);
ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom
@ -2184,14 +2196,15 @@ static void ShowDemoWindowLayout()
for (int i = 0; i < 5; i++) for (int i = 0; i < 5; i++)
{ {
float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f;
ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(-100, child_height), true, ImGuiWindowFlags_HorizontalScrollbar); ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0);
ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(-100, child_height), true, child_flags);
if (scroll_to_off) if (scroll_to_off)
ImGui::SetScrollX(scroll_to_off_px); ImGui::SetScrollX(scroll_to_off_px);
if (scroll_to_pos) if (scroll_to_pos)
ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f);
for (int item = 0; item < 100; item++) for (int item = 0; item < 100; item++)
{ {
if (track && item == track_item) if (enable_track && item == track_item)
{ {
ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item);
ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right

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@ -1,4 +1,4 @@
// dear imgui, v1.72 // dear imgui, v1.72b
// (drawing and font code) // (drawing and font code)
/* /*

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@ -1,4 +1,4 @@
// dear imgui, v1.72 // dear imgui, v1.72b
// (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!
@ -374,7 +374,8 @@ enum ImGuiSelectableFlagsPrivate_
ImGuiSelectableFlags_PressedOnRelease = 1 << 22, ImGuiSelectableFlags_PressedOnRelease = 1 << 22,
ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 23, // FIXME: We may be able to remove this (added in 6251d379 for menus) ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 23, // FIXME: We may be able to remove this (added in 6251d379 for menus)
ImGuiSelectableFlags_AllowItemOverlap = 1 << 24, ImGuiSelectableFlags_AllowItemOverlap = 1 << 24,
ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 25 // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 25, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26
}; };
// Extend ImGuiTreeNodeFlags_ // Extend ImGuiTreeNodeFlags_
@ -650,22 +651,23 @@ 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
ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback
ImGuiInputTextCallback UserCallback; // "
void* UserCallbackData; // "
// Temporarily set when active ImGuiInputTextState() { memset(this, 0, sizeof(*this)); }
ImGuiInputTextFlags UserFlags; void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); }
ImGuiInputTextCallback UserCallback; void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); }
void* UserCallbackData; int GetUndoAvailCount() const { return Stb.undostate.undo_point; }
int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; }
void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation
ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } // Cursor & Selection
void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); }
void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } bool HasSelection() const { return Stb.select_start != Stb.select_end; }
bool HasSelection() const { return Stb.select_start != Stb.select_end; } void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; }
void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }
void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }
int GetUndoAvailCount() const { return Stb.undostate.undo_point; }
int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; }
void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation
}; };
// Windows data saved in imgui.ini file // Windows data saved in imgui.ini file
@ -1660,8 +1662,6 @@ namespace ImGui
IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window); IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window);
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);
IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x);
IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y);
IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window); IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window);
IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);
@ -1695,6 +1695,13 @@ namespace ImGui
IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name); IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name);
IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
// Scrolling
IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x);
IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y);
IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio = 0.5f);
IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio = 0.5f);
IMGUI_API void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect);
// Basic Accessors // Basic Accessors
inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; }
inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }

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@ -1,4 +1,4 @@
// dear imgui, v1.72 // dear imgui, v1.72b
// (widgets code) // (widgets code)
/* /*
@ -3130,7 +3130,7 @@ namespace ImStb
static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; } static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; }
static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->TextW[idx]; } static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->TextW[idx]; }
static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx+char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; return GImGui->Font->GetCharAdvance(c) * (GImGui->FontSize / GImGui->Font->FontSize); } static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); }
static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x10000 ? 0 : key; } static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x10000 ? 0 : key; }
static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; static ImWchar STB_TEXTEDIT_NEWLINE = '\n';
static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx) static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx)
@ -5482,13 +5482,16 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
const bool was_selected = selected; const bool was_selected = selected;
bool hovered, held; bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
// Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets)
if (pressed || hovered) // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard
if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover)))
{
if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
{ {
g.NavDisableHighlight = true; g.NavDisableHighlight = true;
SetNavID(id, window->DC.NavLayerCurrent); SetNavID(id, window->DC.NavLayerCurrent);
} }
}
if (pressed) if (pressed)
MarkItemEdited(id); MarkItemEdited(id);
@ -6190,7 +6193,9 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo
ImVec2 pos = window->DC.CursorPos; ImVec2 pos = window->DC.CursorPos;
ImVec2 label_size = CalcTextSize(label, NULL, true); ImVec2 label_size = CalcTextSize(label, NULL, true);
ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | (enabled ? 0 : ImGuiSelectableFlags_Disabled); // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73),
// but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only.
ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | ImGuiSelectableFlags_SetNavIdOnHover | (enabled ? 0 : ImGuiSelectableFlags_Disabled);
bool pressed; bool pressed;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
{ {

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@ -1,4 +1,4 @@
dear imgui, v1.72 dear imgui, v1.72b
(Font Readme) (Font Readme)
--------------------------------------- ---------------------------------------