mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-13 08:19:55 +02:00
Merge branch 'master' into docking
# Conflicts: # imgui.cpp # imgui_internal.h
This commit is contained in:
@ -1358,7 +1358,7 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags)
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if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID)
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x1 += window->DC.Indent.x;
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ImGuiColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL;
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ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL;
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if (columns)
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PushColumnsBackground();
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@ -1597,13 +1597,17 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
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char name[16];
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ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth
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// Peak into expected window size so we can position it
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// Position the window given a custom constraint (peak into expected window size so we can position it)
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// This might be easier to express with an hypothetical SetNextWindowPosConstraints() function.
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if (ImGuiWindow* popup_window = FindWindowByName(name))
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if (popup_window->WasActive)
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{
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// Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us.
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ImVec2 size_expected = CalcWindowExpectedSize(popup_window);
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if (flags & ImGuiComboFlags_PopupAlignLeft)
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popup_window->AutoPosLastDirection = ImGuiDir_Left;
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popup_window->AutoPosLastDirection = ImGuiDir_Left; // "Below, Toward Left"
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else
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popup_window->AutoPosLastDirection = ImGuiDir_Down; // "Below, Toward Right (default)"
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ImRect r_outer = GetWindowAllowedExtentRect(popup_window);
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ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox);
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SetNextWindowPos(pos);
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@ -3864,9 +3868,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX;
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const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline);
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const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start);
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const bool init_state = (init_make_active || user_scroll_active);
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if (init_state && g.ActiveId != id)
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if ((init_state && g.ActiveId != id) || init_changed_specs)
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{
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// Access state even if we don't own it yet.
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state = &g.InputTextState;
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@ -3888,7 +3893,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// Preserve cursor position and undo/redo stack if we come back to same widget
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// FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed.
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const bool recycle_state = (state->ID == id);
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const bool recycle_state = (state->ID == id && !init_changed_specs);
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if (recycle_state)
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{
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// Recycle existing cursor/selection/undo stack but clamp position
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@ -8053,19 +8058,19 @@ int ImGui::GetColumnsCount()
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return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;
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}
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float ImGui::GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm)
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float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm)
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{
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return offset_norm * (columns->OffMaxX - columns->OffMinX);
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}
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float ImGui::GetColumnNormFromOffset(const ImGuiColumns* columns, float offset)
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float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset)
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{
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return offset / (columns->OffMaxX - columns->OffMinX);
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}
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static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;
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static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index)
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static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
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{
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// Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
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// window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
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@ -8076,7 +8081,7 @@ static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index)
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float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x;
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x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
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if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths))
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if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths))
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x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
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return x;
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@ -8085,7 +8090,7 @@ static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index)
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float ImGui::GetColumnOffset(int column_index)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiColumns* columns = window->DC.CurrentColumns;
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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if (columns == NULL)
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return 0.0f;
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@ -8098,7 +8103,7 @@ float ImGui::GetColumnOffset(int column_index)
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return x_offset;
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}
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static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool before_resize = false)
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static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false)
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{
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if (column_index < 0)
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column_index = columns->Current;
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@ -8115,7 +8120,7 @@ float ImGui::GetColumnWidth(int column_index)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiColumns* columns = window->DC.CurrentColumns;
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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if (columns == NULL)
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return GetContentRegionAvail().x;
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@ -8128,17 +8133,17 @@ void ImGui::SetColumnOffset(int column_index, float offset)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiColumns* columns = window->DC.CurrentColumns;
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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IM_ASSERT(columns != NULL);
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if (column_index < 0)
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column_index = columns->Current;
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IM_ASSERT(column_index < columns->Columns.Size);
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const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count - 1);
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const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1);
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const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;
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if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow))
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if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow))
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offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
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columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX);
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@ -8149,7 +8154,7 @@ void ImGui::SetColumnOffset(int column_index, float offset)
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void ImGui::SetColumnWidth(int column_index, float width)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiColumns* columns = window->DC.CurrentColumns;
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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IM_ASSERT(columns != NULL);
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if (column_index < 0)
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@ -8160,11 +8165,11 @@ void ImGui::SetColumnWidth(int column_index, float width)
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void ImGui::PushColumnClipRect(int column_index)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiColumns* columns = window->DC.CurrentColumns;
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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if (column_index < 0)
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column_index = columns->Current;
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ImGuiColumnData* column = &columns->Columns[column_index];
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ImGuiOldColumnData* column = &columns->Columns[column_index];
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PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
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}
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@ -8172,7 +8177,7 @@ void ImGui::PushColumnClipRect(int column_index)
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void ImGui::PushColumnsBackground()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiColumns* columns = window->DC.CurrentColumns;
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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if (columns->Count == 1)
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return;
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@ -8185,7 +8190,7 @@ void ImGui::PushColumnsBackground()
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void ImGui::PopColumnsBackground()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiColumns* columns = window->DC.CurrentColumns;
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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if (columns->Count == 1)
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return;
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@ -8194,15 +8199,15 @@ void ImGui::PopColumnsBackground()
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columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
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}
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ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)
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ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)
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{
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// We have few columns per window so for now we don't need bother much with turning this into a faster lookup.
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for (int n = 0; n < window->ColumnsStorage.Size; n++)
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if (window->ColumnsStorage[n].ID == id)
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return &window->ColumnsStorage[n];
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window->ColumnsStorage.push_back(ImGuiColumns());
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ImGuiColumns* columns = &window->ColumnsStorage.back();
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window->ColumnsStorage.push_back(ImGuiOldColumns());
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ImGuiOldColumns* columns = &window->ColumnsStorage.back();
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columns->ID = id;
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return columns;
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}
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@ -8220,7 +8225,7 @@ ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count)
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return id;
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}
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void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags)
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void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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@ -8230,7 +8235,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
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// Acquire storage for the columns set
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ImGuiID id = GetColumnsID(str_id, columns_count);
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ImGuiColumns* columns = FindOrCreateColumns(window, id);
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ImGuiOldColumns* columns = FindOrCreateColumns(window, id);
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IM_ASSERT(columns->ID == id);
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columns->Current = 0;
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columns->Count = columns_count;
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@ -8264,7 +8269,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
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columns->Columns.reserve(columns_count + 1);
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for (int n = 0; n < columns_count + 1; n++)
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{
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ImGuiColumnData column;
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ImGuiOldColumnData column;
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column.OffsetNorm = n / (float)columns_count;
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columns->Columns.push_back(column);
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}
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@ -8273,7 +8278,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
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for (int n = 0; n < columns_count; n++)
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{
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// Compute clipping rectangle
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ImGuiColumnData* column = &columns->Columns[n];
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ImGuiOldColumnData* column = &columns->Columns[n];
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float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n));
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float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
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column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
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@ -8304,7 +8309,7 @@ void ImGui::NextColumn()
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return;
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ImGuiContext& g = *GImGui;
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ImGuiColumns* columns = window->DC.CurrentColumns;
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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if (columns->Count == 1)
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{
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@ -8321,7 +8326,7 @@ void ImGui::NextColumn()
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// Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect()
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// (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),
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ImGuiColumnData* column = &columns->Columns[columns->Current];
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ImGuiOldColumnData* column = &columns->Columns[columns->Current];
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SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
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columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
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@ -8356,7 +8361,7 @@ void ImGui::EndColumns()
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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ImGuiColumns* columns = window->DC.CurrentColumns;
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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IM_ASSERT(columns != NULL);
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PopItemWidth();
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@ -8366,16 +8371,16 @@ void ImGui::EndColumns()
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columns->Splitter.Merge(window->DrawList);
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}
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const ImGuiColumnsFlags flags = columns->Flags;
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const ImGuiOldColumnFlags flags = columns->Flags;
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columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
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window->DC.CursorPos.y = columns->LineMaxY;
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if (!(flags & ImGuiColumnsFlags_GrowParentContentsSize))
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if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize))
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window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent
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// Draw columns borders and handle resize
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// The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy
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bool is_being_resized = false;
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if (!(flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems)
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if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems)
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{
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// We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.
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const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y);
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@ -8383,7 +8388,7 @@ void ImGui::EndColumns()
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int dragging_column = -1;
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for (int n = 1; n < columns->Count; n++)
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{
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ImGuiColumnData* column = &columns->Columns[n];
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ImGuiOldColumnData* column = &columns->Columns[n];
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float x = window->Pos.x + GetColumnOffset(n);
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const ImGuiID column_id = columns->ID + ImGuiID(n);
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const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;
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@ -8393,12 +8398,12 @@ void ImGui::EndColumns()
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continue;
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bool hovered = false, held = false;
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if (!(flags & ImGuiColumnsFlags_NoResize))
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if (!(flags & ImGuiOldColumnFlags_NoResize))
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{
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ButtonBehavior(column_hit_rect, column_id, &hovered, &held);
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if (hovered || held)
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g.MouseCursor = ImGuiMouseCursor_ResizeEW;
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if (held && !(column->Flags & ImGuiColumnsFlags_NoResize))
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if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize))
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dragging_column = n;
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}
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@ -8428,15 +8433,14 @@ void ImGui::EndColumns()
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window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
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}
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// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing]
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void ImGui::Columns(int columns_count, const char* id, bool border)
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{
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ImGuiWindow* window = GetCurrentWindow();
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IM_ASSERT(columns_count >= 1);
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ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder);
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//flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior
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ImGuiColumns* columns = window->DC.CurrentColumns;
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ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder);
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//flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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if (columns != NULL && columns->Count == columns_count && columns->Flags == flags)
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return;
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Reference in New Issue
Block a user