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https://github.com/Drezil/imgui.git
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Merge branch 'master' into docking
This commit is contained in:
commit
bf4880f6a2
@ -109,6 +109,7 @@ Other Changes:
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- InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787)
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- TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow
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incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897)
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- Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups]
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-----------------------------------------------------------------------
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@ -120,9 +120,14 @@ On most platforms and when using C++, **you should be able to use a combination
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Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you less than two hours to integrate Dear ImGui in your custom engine. **Make sure to spend time reading the FAQ, comments, and one of the examples/ application!**
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_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users!). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
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_NB: third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users!). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
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Languages:
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Officially maintained bindings in repository:
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- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, OpenGL (legacy), OpenGL3/ES/ES2 (modern), Vulkan, Metal.
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- Platforms: GLFW, SDL2, Win32, Glut, OSX.
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- Others: Allegro5, Marmalade.
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Third-party - Languages bindings:
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- C: [cimgui](https://github.com/cimgui/cimgui) (auto-generated! **you can use its json output to generate bindings for other languages**)
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- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
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- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
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@ -141,11 +146,7 @@ Languages:
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- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) or [imgui-rust](https://github.com/nsf/imgui-rust)
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- Swift: [swift-imgui](https://github.com/mnmly/Swift-imgui)
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Frameworks:
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- Renderers: DirectX 9/10/11/12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
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- Platform: GLFW, SDL, Win32, OSX, GLUT: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
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- Framework: Allegro 5, Emscripten, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
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- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
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Third-party - Engines/Frameworks bindings:
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- bsf: [bsfimgui](https://github.com/pgruenbacher/bsfImgui)
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- Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui)
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- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [#551](https://github.com/ocornut/imgui/issues/551)
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@ -164,6 +165,7 @@ Frameworks:
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- SFML: [imgui-sfml](https://github.com/eliasdaler/imgui-sfml)
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- Software renderer: [imgui_software_renderer](https://github.com/emilk/imgui_software_renderer)
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- Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui)
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- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
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For other bindings: see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/). Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
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@ -9,12 +9,14 @@ Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit ind
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# How to Build
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### On Ubuntu 14.04+
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### On Ubuntu 14.04+ and macOS
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```bash
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g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example
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g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example
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```
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On macOS, install Allegro with homebrew: `brew install allegro`.
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### On Windows with Visual Studio's CLI
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You may install Allegro using vcpkg:
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@ -4643,7 +4643,7 @@ void ImGui::Render()
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}
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// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
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// CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize)
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// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
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ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
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{
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ImGuiContext& g = *GImGui;
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2
imgui.h
2
imgui.h
@ -1348,7 +1348,7 @@ struct ImVector
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inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
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inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
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inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
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inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; }
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inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; }
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};
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//-----------------------------------------------------------------------------
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@ -1561,24 +1561,21 @@ static void ShowDemoWindowWidgets()
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if (ImGui::TreeNode("Drag and Drop"))
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{
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if (ImGui::TreeNode("Drag and drop in standard widgets"))
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{
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// ColorEdit widgets automatically act as drag source and drag target.
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// They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F to allow your own widgets
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// to use colors in their drag and drop interaction. Also see the demo in Color Picker -> Palette demo.
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ImGui::BulletText("Drag and drop in standard widgets");
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ImGui::SameLine();
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HelpMarker("You can drag from the colored squares.");
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ImGui::Indent();
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static float col1[3] = { 1.0f,0.0f,0.2f };
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static float col2[4] = { 0.4f,0.7f,0.0f,0.5f };
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static float col1[3] = { 1.0f, 0.0f, 0.2f };
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static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };
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ImGui::ColorEdit3("color 1", col1);
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ImGui::ColorEdit4("color 2", col2);
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ImGui::Unindent();
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ImGui::TreePop();
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}
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if (ImGui::TreeNode("Drag and drop to copy/swap items"))
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{
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ImGui::BulletText("Drag and drop to copy/swap items");
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ImGui::Indent();
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enum Mode
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{
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Mode_Copy,
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@ -1632,7 +1629,31 @@ static void ShowDemoWindowWidgets()
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}
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ImGui::PopID();
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}
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ImGui::Unindent();
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ImGui::TreePop();
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}
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if (ImGui::TreeNode("Drag to reorder items (simple)"))
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{
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// Simple reordering
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HelpMarker("We don't use the drag and drop api at all here! Instead we query when the item is held but not hovered, and order items accordingly.");
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static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" };
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for (int n = 0; n < IM_ARRAYSIZE(item_names); n++)
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{
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const char* item = item_names[n];
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ImGui::Selectable(item);
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if (ImGui::IsItemActive() && !ImGui::IsItemHovered())
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{
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int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1);
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if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names))
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{
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item_names[n] = item_names[n_next];
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item_names[n_next] = item;
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ImGui::ResetMouseDragDelta();
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}
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}
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}
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ImGui::TreePop();
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}
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ImGui::TreePop();
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@ -1662,10 +1683,10 @@ static void ShowDemoWindowWidgets()
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if (item_type == 10){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.
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if (item_type == 11){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
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// Display the value of IsItemHovered() and other common item state functions.
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// Display the value of IsItemHovered() and other common item state functions.
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// Note that the ImGuiHoveredFlags_XXX flags can be combined.
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// Because BulletText is an item itself and that would affect the output of IsItemXXX functions,
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// we query every state in a single call to avoid storing them and to simplify the code
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// Because BulletText is an item itself and that would affect the output of IsItemXXX functions,
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// we query every state in a single call to avoid storing them and to simplify the code
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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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@ -1708,7 +1729,7 @@ static void ShowDemoWindowWidgets()
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if (embed_all_inside_a_child_window)
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ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20), true);
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// Testing IsWindowFocused() function with its various flags.
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// Testing IsWindowFocused() function with its various flags.
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// Note that the ImGuiFocusedFlags_XXX flags can be combined.
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ImGui::BulletText(
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"IsWindowFocused() = %d\n"
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@ -1512,8 +1512,10 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
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SetNextWindowPos(pos);
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}
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// We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx()
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove;
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// Horizontally align ourselves with the framed text
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
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PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y));
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bool ret = Begin(name, NULL, window_flags);
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PopStyleVar();
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@ -3411,11 +3413,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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BeginGroup();
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const ImGuiID id = window->GetID(label);
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const ImVec2 label_size = CalcTextSize(label, NULL, true);
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ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line
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const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
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const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f));
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const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line
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const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y);
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const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
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const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size);
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ImGuiWindow* draw_window = window;
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ImVec2 inner_size = frame_size;
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if (is_multiline)
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{
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if (!ItemAdd(total_bb, id, &frame_bb))
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@ -3430,9 +3435,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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EndGroup();
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return false;
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}
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draw_window = GetCurrentWindow();
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draw_window = g.CurrentWindow; // Child window
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draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight
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size.x -= draw_window->ScrollbarSizes.x;
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inner_size.x -= draw_window->ScrollbarSizes.x;
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}
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else
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{
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@ -3921,7 +3926,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
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}
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const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size
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const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size
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ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
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ImVec2 text_size(0.0f, 0.0f);
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@ -4002,7 +4007,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224)
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if (is_multiline)
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text_size = ImVec2(size.x, line_count * g.FontSize);
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text_size = ImVec2(inner_size.x, line_count * g.FontSize);
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}
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// Scroll
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@ -4011,11 +4016,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// Horizontal scroll in chunks of quarter width
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if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))
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{
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const float scroll_increment_x = size.x * 0.25f;
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const float scroll_increment_x = inner_size.x * 0.25f;
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if (cursor_offset.x < state->ScrollX)
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state->ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x);
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else if (cursor_offset.x - size.x >= state->ScrollX)
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state->ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x);
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else if (cursor_offset.x - inner_size.x >= state->ScrollX)
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state->ScrollX = (float)(int)(cursor_offset.x - inner_size.x + scroll_increment_x);
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}
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else
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{
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@ -4028,8 +4033,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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float scroll_y = draw_window->Scroll.y;
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if (cursor_offset.y - g.FontSize < scroll_y)
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scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
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else if (cursor_offset.y - size.y >= scroll_y)
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scroll_y = cursor_offset.y - size.y;
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else if (cursor_offset.y - inner_size.y >= scroll_y)
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scroll_y = cursor_offset.y - inner_size.y;
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draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag
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draw_window->Scroll.y = scroll_y;
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}
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@ -4103,7 +4108,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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{
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// Render text only (no selection, no cursor)
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if (is_multiline)
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text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width
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text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width
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else if (!is_displaying_hint && g.ActiveId == id)
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buf_display_end = buf_display + state->CurLenA;
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else if (!is_displaying_hint)
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|
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