Merge branch 'master' of https://github.com/ggtucker/imgui into ggtucker-master

# Conflicts:
#	imgui.cpp
#	imgui.h
This commit is contained in:
omar 2017-08-20 18:22:34 +08:00
commit bc78535bbf
5 changed files with 198 additions and 89 deletions

201
imgui.cpp
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@ -3542,7 +3542,7 @@ static bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags)
bool ImGui::BeginPopup(const char* str_id) bool ImGui::BeginPopup(const char* str_id)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
if (g.OpenPopupStack.Size <= g.CurrentPopupStack.Size) // Early out for performance if (g.OpenPopupStack.Size <= g.CurrentPopupStack.Size) // Early out for performance
{ {
ClearSetNextWindowData(); // We behave like Begin() and need to consume those values ClearSetNextWindowData(); // We behave like Begin() and need to consume those values
return false; return false;
@ -9808,7 +9808,7 @@ void ImGui::EndGroup()
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls
ImGuiGroupData& group_data = window->DC.GroupStack.back(); ImGuiGroupData& group_data = window->DC.GroupStack.back();
@ -9928,6 +9928,18 @@ int ImGui::GetColumnsCount()
return window->DC.ColumnsCount; return window->DC.ColumnsCount;
} }
static float OffsetNormToPixels(float offsetNorm)
{
ImGuiWindow* window = ImGui::GetCurrentWindowRead();
return offsetNorm * (window->DC.ColumnsMaxX - window->DC.ColumnsMinX);
}
static float PixelsToOffsetNorm(float offset)
{
ImGuiWindow* window = ImGui::GetCurrentWindowRead();
return (offset - window->DC.ColumnsMinX) / (window->DC.ColumnsMaxX - window->DC.ColumnsMinX);
}
static float GetDraggedColumnOffset(int column_index) static float GetDraggedColumnOffset(int column_index)
{ {
// Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
@ -9938,7 +9950,9 @@ static float GetDraggedColumnOffset(int column_index)
IM_ASSERT(g.ActiveId == window->DC.ColumnsSetId + ImGuiID(column_index)); IM_ASSERT(g.ActiveId == window->DC.ColumnsSetId + ImGuiID(column_index));
float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x - window->Pos.x; float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x - window->Pos.x;
x = ImClamp(x, ImGui::GetColumnOffset(column_index-1)+g.Style.ColumnsMinSpacing, ImGui::GetColumnOffset(column_index+1)-g.Style.ColumnsMinSpacing); x = ImMax(x, ImGui::GetColumnOffset(column_index-1) + g.Style.ColumnsMinSpacing);
if ((window->DC.ColumnsFlags & ImGuiColumnsFlags_NoPreserveWidths))
x = ImMin(x, ImGui::GetColumnOffset(column_index+1) - g.Style.ColumnsMinSpacing);
return (float)(int)x; return (float)(int)x;
} }
@ -9965,16 +9979,26 @@ float ImGui::GetColumnOffset(int column_index)
void ImGui::SetColumnOffset(int column_index, float offset) void ImGui::SetColumnOffset(int column_index, float offset)
{ {
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
if (column_index < 0) if (column_index < 0)
column_index = window->DC.ColumnsCurrent; column_index = window->DC.ColumnsCurrent;
IM_ASSERT(column_index < window->DC.ColumnsData.Size); IM_ASSERT(column_index < window->DC.ColumnsData.Size);
const float t = (offset - window->DC.ColumnsMinX) / (window->DC.ColumnsMaxX - window->DC.ColumnsMinX);
window->DC.ColumnsData[column_index].OffsetNorm = t; const bool preserveWidth = !(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < window->DC.ColumnsCount-1);
const float width = preserveWidth ? GetColumnWidth(column_index) : 0.0f;
if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoForceWithinWindow))
offset = ImMin((float)(int)offset, window->DC.ColumnsMaxX - g.Style.ColumnsMinSpacing * (window->DC.ColumnsCount - column_index));
const float offsetNorm = PixelsToOffsetNorm(offset);
const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index); const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index);
window->DC.StateStorage->SetFloat(column_id, t); window->DC.StateStorage->SetFloat(column_id, offsetNorm);
window->DC.ColumnsData[column_index].OffsetNorm = offsetNorm;
if (preserveWidth)
SetColumnOffset(column_index+1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
} }
float ImGui::GetColumnWidth(int column_index) float ImGui::GetColumnWidth(int column_index)
@ -9983,8 +10007,16 @@ float ImGui::GetColumnWidth(int column_index)
if (column_index < 0) if (column_index < 0)
column_index = window->DC.ColumnsCurrent; column_index = window->DC.ColumnsCurrent;
float w = GetColumnOffset(column_index+1) - GetColumnOffset(column_index); return OffsetNormToPixels(window->DC.ColumnsData[column_index+1].OffsetNorm - window->DC.ColumnsData[column_index].OffsetNorm);
return w; }
void ImGui::SetColumnWidth(int column_index, float width)
{
ImGuiWindow* window = GetCurrentWindowRead();
if (column_index < 0)
column_index = window->DC.ColumnsCurrent;
SetColumnOffset(column_index+1, GetColumnOffset(column_index) + width);
} }
static void PushColumnClipRect(int column_index) static void PushColumnClipRect(int column_index)
@ -9998,57 +10030,13 @@ static void PushColumnClipRect(int column_index)
ImGui::PushClipRect(ImVec2(x1,-FLT_MAX), ImVec2(x2,+FLT_MAX), true); ImGui::PushClipRect(ImVec2(x1,-FLT_MAX), ImVec2(x2,+FLT_MAX), true);
} }
void ImGui::Columns(int columns_count, const char* id, bool border) void ImGui::BeginColumns(const char* id, int columns_count, ImGuiColumnsFlags flags)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(columns_count >= 1);
if (window->DC.ColumnsCount != 1) IM_ASSERT(columns_count > 1);
{ IM_ASSERT(window->DC.ColumnsCount == 1); // Nested columns are currently not supported
if (window->DC.ColumnsCurrent != 0)
ItemSize(ImVec2(0,0)); // Advance to column 0
PopItemWidth();
PopClipRect();
window->DrawList->ChannelsMerge();
window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
window->DC.CursorPos.y = window->DC.ColumnsCellMaxY;
}
// Draw columns borders and handle resize at the time of "closing" a columns set
if (window->DC.ColumnsCount != columns_count && window->DC.ColumnsCount != 1 && window->DC.ColumnsShowBorders && !window->SkipItems)
{
const float y1 = window->DC.ColumnsStartPosY;
const float y2 = window->DC.CursorPos.y;
for (int i = 1; i < window->DC.ColumnsCount; i++)
{
float x = window->Pos.x + GetColumnOffset(i);
const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(i);
const float column_w = 4.0f;
const ImRect column_rect(ImVec2(x - column_w, y1), ImVec2(x + column_w, y2));
if (IsClippedEx(column_rect, &column_id, false))
continue;
bool hovered, held;
ButtonBehavior(column_rect, column_id, &hovered, &held);
if (hovered || held)
g.MouseCursor = ImGuiMouseCursor_ResizeEW;
// Draw before resize so our items positioning are in sync with the line being drawn
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);
if (held)
{
if (g.ActiveIdIsJustActivated)
g.ActiveIdClickOffset.x -= column_w; // Store from center of column line (we used a 8 wide rect for columns clicking)
x = GetDraggedColumnOffset(i);
SetColumnOffset(i, x);
}
}
}
// Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
// In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
@ -10059,7 +10047,7 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
// Set state for first column // Set state for first column
window->DC.ColumnsCurrent = 0; window->DC.ColumnsCurrent = 0;
window->DC.ColumnsCount = columns_count; window->DC.ColumnsCount = columns_count;
window->DC.ColumnsShowBorders = border; window->DC.ColumnsFlags = flags;
const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : window->Size.x; const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : window->Size.x;
window->DC.ColumnsMinX = window->DC.IndentX - g.Style.ItemSpacing.x; // Lock our horizontal range window->DC.ColumnsMinX = window->DC.IndentX - g.Style.ItemSpacing.x; // Lock our horizontal range
@ -10069,26 +10057,91 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
window->DC.ColumnsOffsetX = 0.0f; window->DC.ColumnsOffsetX = 0.0f;
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX); window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);
if (window->DC.ColumnsCount != 1) // Cache column offsets
window->DC.ColumnsData.resize(columns_count + 1);
for (int column_index = 0; column_index < columns_count + 1; column_index++)
{ {
// Cache column offsets const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index);
window->DC.ColumnsData.resize(columns_count + 1); KeepAliveID(column_id);
for (int column_index = 0; column_index < columns_count + 1; column_index++) const float default_t = column_index / (float)window->DC.ColumnsCount;
{ float t = window->DC.StateStorage->GetFloat(column_id, default_t); // Cheaply store our floating point value inside the integer (could store a union into the map?)
const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index); if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoForceWithinWindow))
KeepAliveID(column_id); t = ImMin(t, PixelsToOffsetNorm(window->DC.ColumnsMaxX - g.Style.ColumnsMinSpacing * (window->DC.ColumnsCount - column_index)));
const float default_t = column_index / (float)window->DC.ColumnsCount; window->DC.ColumnsData[column_index].OffsetNorm = t;
const float t = window->DC.StateStorage->GetFloat(column_id, default_t); // Cheaply store our floating point value inside the integer (could store a union into the map?)
window->DC.ColumnsData[column_index].OffsetNorm = t;
}
window->DrawList->ChannelsSplit(window->DC.ColumnsCount);
PushColumnClipRect();
PushItemWidth(GetColumnWidth() * 0.65f);
}
else
{
window->DC.ColumnsData.resize(0);
} }
window->DrawList->ChannelsSplit(window->DC.ColumnsCount);
PushColumnClipRect();
PushItemWidth(GetColumnWidth() * 0.65f);
}
void ImGui::EndColumns()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(window->DC.ColumnsCount > 1);
if (window->DC.ColumnsCurrent != 0)
ItemSize(ImVec2(0, 0)); // Advance to column 0
PopItemWidth();
PopClipRect();
window->DrawList->ChannelsMerge();
window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
window->DC.CursorPos.y = window->DC.ColumnsCellMaxY;
// Draw columns borders and handle resize
if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems)
{
const float y1 = window->DC.ColumnsStartPosY;
const float y2 = window->DC.CursorPos.y;
for (int i = 1; i < window->DC.ColumnsCount; i++)
{
float x = window->Pos.x + GetColumnOffset(i);
const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(i);
const float column_w = 4.0f;
const ImRect column_rect(ImVec2(x - column_w, y1), ImVec2(x + column_w, y2));
if (IsClippedEx(column_rect, &column_id, false))
continue;
bool hovered, held;
ButtonBehavior(column_rect, column_id, &hovered, &held);
if (hovered || held)
g.MouseCursor = ImGuiMouseCursor_ResizeEW;
// Draw before resize so our items positioning are in sync with the line being drawn
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);
if (held)
{
if (g.ActiveIdIsJustActivated)
g.ActiveIdClickOffset.x -= column_w; // Store from center of column line (we used a 8 wide rect for columns clicking)
x = GetDraggedColumnOffset(i);
SetColumnOffset(i, x);
}
}
}
window->DC.ColumnsSetId = 0;
window->DC.ColumnsCurrent = 0;
window->DC.ColumnsCount = 1;
window->DC.ColumnsFlags = 0;
window->DC.ColumnsData.resize(0);
}
// [2017/08: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing]
void ImGui::Columns(int columns_count, const char* id, bool border)
{
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(columns_count >= 1);
if (window->DC.ColumnsCount != columns_count && window->DC.ColumnsCount != 1)
EndColumns();
ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder);
if (columns_count != 1)
BeginColumns(id, columns_count, flags);
} }
void ImGui::Indent(float indent_w) void ImGui::Indent(float indent_w)

33
imgui.h
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@ -74,6 +74,7 @@ typedef int ImGuiColorEditFlags; // color edit flags for Color*() // e
typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_ typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_
typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_ typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_
typedef int ImGuiCond; // condition flags for Set*() // enum ImGuiCond_ typedef int ImGuiCond; // condition flags for Set*() // enum ImGuiCond_
typedef int ImGuiColumnsFlags; // flags for *Columns*() // enum ImGuiColumnsFlags_
typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_ typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_
typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_ typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_
typedef int ImGuiTreeNodeFlags; // flags for TreeNode*(), Collapsing*() // enum ImGuiTreeNodeFlags_ typedef int ImGuiTreeNodeFlags; // flags for TreeNode*(), Collapsing*() // enum ImGuiTreeNodeFlags_
@ -231,13 +232,16 @@ namespace ImGui
// Columns // Columns
// You can also use SameLine(pos_x) for simplified columning. The columns API is still work-in-progress and rather lacking. // You can also use SameLine(pos_x) for simplified columning. The columns API is still work-in-progress and rather lacking.
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1). IMGUI_API void BeginColumns(const char* id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
IMGUI_API void NextColumn(); // next column IMGUI_API void EndColumns(); // close columns
IMGUI_API int GetColumnIndex(); // get current column index IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this IMGUI_API int GetColumnIndex(); // get current column index
IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
IMGUI_API float GetColumnWidth(int column_index = -1); // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset()) IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
IMGUI_API int GetColumnsCount(); // number of columns (what was passed to Columns()) IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this
IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
IMGUI_API int GetColumnsCount();
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
// ID scopes // ID scopes
// If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them. // If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
@ -431,7 +435,7 @@ namespace ImGui
IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can. IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
IMGUI_API void EndChildFrame(); IMGUI_API void EndChildFrame();
IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
@ -520,6 +524,15 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_ChildMenu = 1 << 27 // Don't use! For internal use by BeginMenu() ImGuiWindowFlags_ChildMenu = 1 << 27 // Don't use! For internal use by BeginMenu()
}; };
// Flags for ImGui::Columns()
enum ImGuiColumnsFlags_
{
// Default: 0
ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers
ImGuiColumnsFlags_NoPreserveWidths = 1 << 1, // Disable column width preservation when adjusting columns
ImGuiColumnsFlags_NoForceWithinWindow = 1 << 2 // Disable forcing columns to fit within window
};
// Flags for ImGui::InputText() // Flags for ImGui::InputText()
enum ImGuiInputTextFlags_ enum ImGuiInputTextFlags_
{ {
@ -1071,8 +1084,8 @@ struct ImGuiTextEditCallbackData
struct ImGuiSizeConstraintCallbackData struct ImGuiSizeConstraintCallbackData
{ {
void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints() void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
ImVec2 Pos; // Read-only. Window position, for reference. ImVec2 Pos; // Read-only. Window position, for reference.
ImVec2 CurrentSize; // Read-only. Current window size. ImVec2 CurrentSize; // Read-only. Current window size.
ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
}; };

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@ -1553,6 +1553,49 @@ void ImGui::ShowTestWindow(bool* p_open)
} }
*/ */
if (ImGui::TreeNode("Advanced settings"))
{
static bool border = true;
static bool preserveWidths = true;
static bool forceWithinWindow = true;
ImGui::Checkbox("Border", &border);
ImGui::SameLine();
ImGui::Checkbox("Preserve widths", &preserveWidths);
ImGui::SameLine();
ImGui::Checkbox("Force within window", &forceWithinWindow);
ImGuiColumnsFlags flags = 0;
flags |= (border ? 0 : ImGuiColumnsFlags_NoBorder);
flags |= (preserveWidths ? 0 : ImGuiColumnsFlags_NoPreserveWidths);
flags |= (forceWithinWindow ? 0 : ImGuiColumnsFlags_NoForceWithinWindow);
ImGui::BeginColumns("AdvancedColumns", 4, flags);
ImGui::Separator();
ImGui::Text("ID"); ImGui::NextColumn();
ImGui::Text("Name"); ImGui::NextColumn();
ImGui::Text("Path"); ImGui::NextColumn();
ImGui::Text("Flags"); ImGui::NextColumn();
ImGui::Separator();
const char* names[3] = { "One", "Two", "Three" };
const char* paths[3] = { "/path/one", "/path/two", "/path/three" };
static int selected = -1;
for (int i = 0; i < 3; i++)
{
char label[32];
sprintf(label, "%04d", i);
if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns))
selected = i;
ImGui::NextColumn();
ImGui::Text(names[i]); ImGui::NextColumn();
ImGui::Text(paths[i]); ImGui::NextColumn();
ImGui::Text("...."); ImGui::NextColumn();
}
ImGui::EndColumns();
ImGui::Separator();
ImGui::TreePop();
}
// Create multiple items in a same cell before switching to next column // Create multiple items in a same cell before switching to next column
if (ImGui::TreeNode("Mixed items")) if (ImGui::TreeNode("Mixed items"))
{ {

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@ -1213,8 +1213,8 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
ConfigData.push_back(*font_cfg); ConfigData.push_back(*font_cfg);
ImFontConfig& new_font_cfg = ConfigData.back(); ImFontConfig& new_font_cfg = ConfigData.back();
if (!new_font_cfg.DstFont) if (!new_font_cfg.DstFont)
new_font_cfg.DstFont = Fonts.back(); new_font_cfg.DstFont = Fonts.back();
if (!new_font_cfg.FontDataOwnedByAtlas) if (!new_font_cfg.FontDataOwnedByAtlas)
{ {
new_font_cfg.FontData = ImGui::MemAlloc(new_font_cfg.FontDataSize); new_font_cfg.FontData = ImGui::MemAlloc(new_font_cfg.FontDataSize);

View File

@ -306,7 +306,7 @@ struct ImGuiGroupData
// Per column data for Columns() // Per column data for Columns()
struct ImGuiColumnData struct ImGuiColumnData
{ {
float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
//float IndentX; //float IndentX;
}; };
@ -598,7 +598,7 @@ struct IMGUI_API ImGuiDrawContext
float ColumnsStartPosY; float ColumnsStartPosY;
float ColumnsCellMinY; float ColumnsCellMinY;
float ColumnsCellMaxY; float ColumnsCellMaxY;
bool ColumnsShowBorders; ImGuiColumnsFlags ColumnsFlags;
ImGuiID ColumnsSetId; ImGuiID ColumnsSetId;
ImVector<ImGuiColumnData> ColumnsData; ImVector<ImGuiColumnData> ColumnsData;
@ -630,7 +630,7 @@ struct IMGUI_API ImGuiDrawContext
ColumnsMinX = ColumnsMaxX = 0.0f; ColumnsMinX = ColumnsMaxX = 0.0f;
ColumnsStartPosY = 0.0f; ColumnsStartPosY = 0.0f;
ColumnsCellMinY = ColumnsCellMaxY = 0.0f; ColumnsCellMinY = ColumnsCellMaxY = 0.0f;
ColumnsShowBorders = true; ColumnsFlags = 0;
ColumnsSetId = 0; ColumnsSetId = 0;
} }
}; };