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https://github.com/Drezil/imgui.git
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Internals: Added GetItemID(), GetFocusID() for consistency. Made GetActiveID() inline. Comments, fixed typos, demo tweaks.
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@ -2,7 +2,7 @@
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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// **Prefer using the code in imgui_impl_opengl3.cpp**
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@ -2,7 +2,7 @@
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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// **Prefer using the code in imgui_impl_opengl3.cpp**
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@ -3,7 +3,7 @@
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// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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@ -3,7 +3,7 @@
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// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// About GLSL version:
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// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
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@ -2199,12 +2199,6 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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}
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}
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ImGuiID ImGui::GetActiveID()
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{
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ImGuiContext& g = *GImGui;
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return g.ActiveId;
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}
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void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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24
imgui.h
24
imgui.h
@ -314,10 +314,11 @@ namespace ImGui
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IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
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// Widgets: Main
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// Most widgets return true when the value has been changed or when pressed/selected
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IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
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IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
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IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir);
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IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
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IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
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IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
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IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
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IMGUI_API bool Checkbox(const char* label, bool* v);
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@ -399,8 +400,9 @@ namespace ImGui
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IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
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// Widgets: Trees
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IMGUI_API bool TreeNode(const char* label); // if returning 'true' the node is open and the tree id is pushed into the id stack. user is responsible for calling TreePop().
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IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
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// TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
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IMGUI_API bool TreeNode(const char* label);
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IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to completely decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
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IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
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IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
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IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
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@ -409,7 +411,7 @@ namespace ImGui
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IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
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IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
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IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
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IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call Push/Pop yourself for layout purpose
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IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
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IMGUI_API void TreePush(const void* ptr_id = NULL); // "
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IMGUI_API void TreePop(); // ~ Unindent()+PopId()
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IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing()
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@ -434,10 +436,10 @@ namespace ImGui
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IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
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// Tooltips
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IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set text tooltip under mouse-cursor, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
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IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
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IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of contents).
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IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
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IMGUI_API void EndTooltip();
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IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
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IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
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// Menus
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IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
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@ -500,11 +502,11 @@ namespace ImGui
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// Utilities
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IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
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IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
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IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
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IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
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IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(0) && IsItemHovered()
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IMGUI_API bool IsItemVisible(); // is the last item visible? (aka not out of sight due to clipping/scrolling.)
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IMGUI_API bool IsItemDeactivated(); // is the last item just made inactive (item was previously active), useful for Undo/Redo patterns.
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IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
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IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
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IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active), useful for Undo/Redo patterns.
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IMGUI_API bool IsAnyItemHovered();
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IMGUI_API bool IsAnyItemActive();
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IMGUI_API bool IsAnyItemFocused();
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@ -396,7 +396,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
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const char* listbox_items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" };
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static int listbox_item_current = 1;
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ImGui::ListBox("listbox\n(single select)", &listbox_item_current, listbox_items, IM_ARRAYSIZE(listbox_items), 4);
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ImGui::Text("Hovered %d, Active %d, Deactivated %d", ImGui::IsItemHovered(), ImGui::IsItemActive(), ImGui::IsItemDeactivated());
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//static int listbox_item_current2 = 2;
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//ImGui::PushItemWidth(-1);
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@ -1176,20 +1175,21 @@ void ImGui::ShowDemoWindow(bool* p_open)
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if (ImGui::TreeNode("Active, Focused, Hovered & Focused Tests"))
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{
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// Testing IsItemHovered() and other functions with their various flags. Note that the flags can be combined.
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// Display the value of IsItemHovered() and other common item state functions. Note that the flags can be combined.
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// (because BulletText is an item itself and that would affect the output of IsItemHovered() we pass all state in a single call to simplify the code).
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static int item_type = 1;
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static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
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ImGui::RadioButton("Text", &item_type, 0); ImGui::SameLine();
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ImGui::RadioButton("Button", &item_type, 1); ImGui::SameLine();
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ImGui::RadioButton("Multi-Component", &item_type, 2);
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bool return_value = false;
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if (item_type == 0)
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ImGui::Text("ITEM: Text");
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if (item_type == 1)
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return_value = ImGui::Button("ITEM: Button");
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if (item_type == 2)
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return_value = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f);
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ImGui::RadioButton("SliderFloat", &item_type, 2); ImGui::SameLine();
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ImGui::RadioButton("ColorEdit4", &item_type, 3); ImGui::SameLine();
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ImGui::RadioButton("ListBox", &item_type, 4);
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bool ret = false;
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if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction
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if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button
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if (item_type == 2) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item
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if (item_type == 3) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
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if (item_type == 4) { const char* items[] = { "Apple", "Banana", "Cherry" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
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ImGui::BulletText(
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"Return value = %d\n"
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"IsItemFocused() = %d\n"
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@ -1201,7 +1201,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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"IsItemActive() = %d\n"
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"IsItemDeactivated() = %d\n"
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"IsItemVisible() = %d\n",
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return_value,
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ret,
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ImGui::IsItemFocused(),
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ImGui::IsItemHovered(),
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ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),
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@ -1039,8 +1039,8 @@ struct ImGuiItemHoveredDataBackup
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ImRect LastItemDisplayRect;
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ImGuiItemHoveredDataBackup() { Backup(); }
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void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemStatusFlags = window->DC.LastItemStatusFlags; LastItemRect = window->DC.LastItemRect; LastItemDisplayRect = window->DC.LastItemDisplayRect; }
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void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; }
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void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemStatusFlags = window->DC.LastItemStatusFlags; LastItemRect = window->DC.LastItemRect; LastItemDisplayRect = window->DC.LastItemDisplayRect; }
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void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; }
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};
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//-----------------------------------------------------------------------------
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@ -1053,7 +1053,7 @@ namespace ImGui
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// We should always have a CurrentWindow in the stack (there is an implicit "Debug" window)
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// If this ever crash because g.CurrentWindow is NULL it means that either
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// - ImGui::NewFrame() has never been called, which is illegal.
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// - You are calling ImGui functions after ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
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// - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
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inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; }
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inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; }
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IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
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@ -1073,12 +1073,14 @@ namespace ImGui
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IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
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IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id);
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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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inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; }
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IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
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IMGUI_API ImGuiID GetActiveID();
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IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window);
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IMGUI_API void ClearActiveID();
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IMGUI_API void SetHoveredID(ImGuiID id);
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IMGUI_API ImGuiID GetHoveredID();
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IMGUI_API void SetHoveredID(ImGuiID id);
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IMGUI_API void KeepAliveID(ImGuiID id);
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IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f);
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