Merge branch 'master' into docking

# Conflicts:
#	imgui.cpp
#	imgui_internal.h
This commit is contained in:
ocornut 2020-12-03 20:05:49 +01:00
commit c1ffac2fee
17 changed files with 407 additions and 242 deletions

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@ -49,7 +49,8 @@ jobs:
shell: cmd shell: cmd
run: | run: |
cd examples\example_null cd examples\example_null
"%VS_PATH%\VC\Auxiliary\Build\vcvarsall.bat" x64 && .\build_win32.bat /W4 call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
.\build_win32.bat /W4
- name: Build example_null (single file build) - name: Build example_null (single file build)
shell: bash shell: bash
@ -71,14 +72,14 @@ jobs:
- name: Build example_null (as DLL) - name: Build example_null (as DLL)
shell: cmd shell: cmd
run: | run: |
"%VS_PATH%\VC\Auxiliary\Build\vcvarsall.bat" x64 call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
echo '#ifdef _EXPORT' > example_single_file.cpp echo #ifdef _EXPORT > example_single_file.cpp
echo '# define IMGUI_API __declspec(dllexport)' >> example_single_file.cpp echo # define IMGUI_API __declspec(dllexport) >> example_single_file.cpp
echo '#else' >> example_single_file.cpp echo #else >> example_single_file.cpp
echo '# define IMGUI_API __declspec(dllimport)' >> example_single_file.cpp echo # define IMGUI_API __declspec(dllimport) >> example_single_file.cpp
echo '#endif' >> example_single_file.cpp echo #endif >> example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp echo #define IMGUI_IMPLEMENTATION >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp echo #include "misc/single_file/imgui_single_file.h" >> example_single_file.cpp
cl.exe /D_USRDLL /D_WINDLL /D_EXPORT /I. example_single_file.cpp /LD /FeImGui.dll /link cl.exe /D_USRDLL /D_WINDLL /D_EXPORT /I. example_single_file.cpp /LD /FeImGui.dll /link
cl.exe /I. ImGui.lib /Feexample_null.exe examples/example_null/main.cpp cl.exe /I. ImGui.lib /Feexample_null.exe examples/example_null/main.cpp
@ -392,12 +393,12 @@ jobs:
emsdk-master/emsdk install latest emsdk-master/emsdk install latest
emsdk-master/emsdk activate latest emsdk-master/emsdk activate latest
- name: Build example_emscripten - name: Build example_emscripten_opengl3
run: | run: |
pushd emsdk-master pushd emsdk-master
source ./emsdk_env.sh source ./emsdk_env.sh
popd popd
make -C examples/example_emscripten make -C examples/example_emscripten_opengl3
Discord-CI: Discord-CI:
runs-on: ubuntu-18.04 runs-on: ubuntu-18.04

2
.gitignore vendored
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@ -34,7 +34,7 @@ xcuserdata
examples/*.o.tmp examples/*.o.tmp
examples/*.out.js examples/*.out.js
examples/*.out.wasm examples/*.out.wasm
examples/example_emscripten/example_emscripten.* examples/example_emscripten_opengl3/example_emscripten_opengl3.*
## JetBrains IDE artifacts ## JetBrains IDE artifacts
.idea .idea

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@ -75,7 +75,7 @@ List of high-level Frameworks Backends (combining Platform + Renderer):
imgui_impl_marmalade.cpp imgui_impl_marmalade.cpp
Emscripten is also supported. Emscripten is also supported.
The [example_emscripten](https://github.com/ocornut/imgui/tree/master/examples/example_emscripten) app uses imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp, but other combos are possible. The [example_emscripten_opengl3](https://github.com/ocornut/imgui/tree/master/examples/example_emscripten_opengl3) app uses imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp, but other combos are possible.
### Backends for third-party frameworks, graphics API or other languages ### Backends for third-party frameworks, graphics API or other languages

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@ -119,6 +119,8 @@ Breaking Changes:
- If you were still using the old names, while you are cleaning up, considering enabling - If you were still using the old names, while you are cleaning up, considering enabling
IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h even temporarily to have a pass at finding IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h even temporarily to have a pass at finding
and removing up old API calls, if any remaining. and removing up old API calls, if any remaining.
- Columns: renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of
incoming Tables API. Keep redirection enums (will obsolete). (#125, #513, #913, #1204, #1444, #2142, #2707)
- Renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply - Renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply
to other data structures. (#2636) to other data structures. (#2636)
@ -135,11 +137,16 @@ Other Changes:
- Checkbox: Added CheckboxFlags() helper with int* type. - Checkbox: Added CheckboxFlags() helper with int* type.
- InputText: Fixed updating cursor/selection position when a callback altered the buffer in a way - InputText: Fixed updating cursor/selection position when a callback altered the buffer in a way
where the byte count is unchanged but the decoded character count changes. (#3587) [@gqw] where the byte count is unchanged but the decoded character count changes. (#3587) [@gqw]
- InputText: Fixed swiching from single to multi-line while preserving same ID.
- Nav: Fixed IsItemFocused() from returning false when Nav highlight is hidden because mouse has moved. - Nav: Fixed IsItemFocused() from returning false when Nav highlight is hidden because mouse has moved.
It's essentially been always the case but it doesn't make much sense. Instead we will aim at exposing It's essentially been always the case but it doesn't make much sense. Instead we will aim at exposing
feedback and control of keyboard/gamepad navigation highlight and mouse hover disable flag. (#787, #2048) feedback and control of keyboard/gamepad navigation highlight and mouse hover disable flag. (#787, #2048)
- Metrics: Fixed mishandling of ImDrawCmd::VtxOffset in wireframe mesh renderer. - Metrics: Fixed mishandling of ImDrawCmd::VtxOffset in wireframe mesh renderer.
- Metrics: Rebranded as "Dear ImGui Metrics/Debugger" to clarify its purpose. - Metrics: Rebranded as "Dear ImGui Metrics/Debugger" to clarify its purpose.
- Fonts: Updated GetGlyphRangesJapanese() to include a larger 2999 ideograms selection of Joyo/Jinmeiyo
kanjis, from the previous 1946 ideograms selection. This will consume a some more memory but be generally
much more fitting for Japanese display, until we switch to a more dynamic atlas. (#3627) [@vaiorabbit]
- Log/Capture: fix capture to work on clipped child windows.
- Misc: Made the ItemFlags stack shared, so effectively the ButtonRepeat/AllowKeyboardFocus states - Misc: Made the ItemFlags stack shared, so effectively the ButtonRepeat/AllowKeyboardFocus states
(and others exposed in internals such as PushItemFlag) are inherited by stacked Begin/End pairs, (and others exposed in internals such as PushItemFlag) are inherited by stacked Begin/End pairs,
vs previously a non-child stacked Begin() would reset those flags back to zero for the stacked window. vs previously a non-child stacked Begin() would reset those flags back to zero for the stacked window.
@ -150,6 +157,7 @@ Other Changes:
- Misc: Made EndFrame() assertion for key modifiers being unchanged during the frame (added in 1.76) more - Misc: Made EndFrame() assertion for key modifiers being unchanged during the frame (added in 1.76) more
lenient, allowing full mid-frame releases. This is to accommodate the use of mid-frame modal native lenient, allowing full mid-frame releases. This is to accommodate the use of mid-frame modal native
windows calls, which leads backends such as GLFW to send key clearing events on focus loss. (#3575) windows calls, which leads backends such as GLFW to send key clearing events on focus loss. (#3575)
- Demo: Clarify usage of right-aligned items in Demo>Layout>Widgets Width.
- Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...) - Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...)
when the later returns zero (e.g. Desktop GL 2.x). (#3530) [@xndcn] when the later returns zero (e.g. Desktop GL 2.x). (#3530) [@xndcn]
- Backends: OpenGL3: Backup and restore GL_PRIMITIVE_RESTART state. (#3544) [@Xipiryon] - Backends: OpenGL3: Backup and restore GL_PRIMITIVE_RESTART state. (#3544) [@Xipiryon]
@ -157,6 +165,8 @@ Other Changes:
- Backends: OSX: Fix keypad-enter key not working on MacOS. (#3554) [@rokups, @lfnoise] - Backends: OSX: Fix keypad-enter key not working on MacOS. (#3554) [@rokups, @lfnoise]
- Examples: Apple+Metal: Consolidated/simplified to get closer to other examples. (#3543) [@warrenm] - Examples: Apple+Metal: Consolidated/simplified to get closer to other examples. (#3543) [@warrenm]
- Examples: Apple+Metal: Forward events down so OS key combination like Cmd+Q can work. (#3554) [@rokups] - Examples: Apple+Metal: Forward events down so OS key combination like Cmd+Q can work. (#3554) [@rokups]
- Examples: Emscripten: Renamed example_emscripten/ to example_emscripten_opengl3/. (#3632)
- CI: Fix testing for Windows DLL builds. (#3603, #3601) [@iboB]
- Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md improved them. - Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md improved them.
- Docs: Consistently renamed all occurences of "binding" and "back-end" to "backend" in comments and docs. - Docs: Consistently renamed all occurences of "binding" and "back-end" to "backend" in comments and docs.

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@ -92,7 +92,7 @@ OSX + OpenGL2 example. <BR>
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends. (NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.) You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
[example_emscripten/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten/) <BR> [example_emscripten_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_opengl3/) <BR>
Emcripten + SDL2 + OpenGL3+/ES2/ES3 example. <BR> Emcripten + SDL2 + OpenGL3+/ES2/ES3 example. <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp <BR> = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp <BR>
Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten. Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten.

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@ -188,14 +188,14 @@ Unique ID are used internally to track active widgets and occasionally associate
Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element. Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.
- Unique ID are often derived from a string label and at minimum scoped within their host window: - Unique ID are often derived from a string label and at minimum scoped within their host window:
```c ```cpp
Begin("MyWindow"); Begin("MyWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK") Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
Button("Cancel"); // Label = "Cancel", ID = hash of ("MyWindow", "Cancel") Button("Cancel"); // Label = "Cancel", ID = hash of ("MyWindow", "Cancel")
End(); End();
``` ```
- Other elements such as tree nodes, etc. also pushes to the ID stack: - Other elements such as tree nodes, etc. also pushes to the ID stack:
```c ```cpp
Begin("MyWindow"); Begin("MyWindow");
if (TreeNode("MyTreeNode")) if (TreeNode("MyTreeNode"))
{ {
@ -205,7 +205,7 @@ if (TreeNode("MyTreeNode"))
End(); End();
``` ```
- Two items labeled "OK" in different windows or different tree locations won't collide: - Two items labeled "OK" in different windows or different tree locations won't collide:
``` ```cpp
Begin("MyFirstWindow"); Begin("MyFirstWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyFirstWindow", "OK") Button("OK"); // Label = "OK", ID = hash of ("MyFirstWindow", "OK")
End(); End();
@ -217,7 +217,7 @@ End();
We used "..." above to signify whatever was already pushed to the ID stack previously: We used "..." above to signify whatever was already pushed to the ID stack previously:
- If you have a same ID twice in the same location, you'll have a conflict: - If you have a same ID twice in the same location, you'll have a conflict:
```c ```cpp
Button("OK"); Button("OK");
Button("OK"); // ID collision! Interacting with either button will trigger the first one. Button("OK"); // ID collision! Interacting with either button will trigger the first one.
``` ```
@ -228,7 +228,7 @@ When passing a label you can optionally specify extra ID information within stri
Use "##" to pass a complement to the ID that won't be visible to the end-user. Use "##" to pass a complement to the ID that won't be visible to the end-user.
This helps solving the simple collision cases when you know e.g. at compilation time which items This helps solving the simple collision cases when you know e.g. at compilation time which items
are going to be created: are going to be created:
```c ```cpp
Begin("MyWindow"); Begin("MyWindow");
Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play") Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above
@ -236,15 +236,15 @@ Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo
End(); End();
``` ```
- If you want to completely hide the label, but still need an ID: - If you want to completely hide the label, but still need an ID:
```c ```cpp
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox! Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
``` ```
- Occasionally/rarely you might want change a label while preserving a constant ID. This allows - Occasionally/rarely you might want change a label while preserving a constant ID. This allows
you to animate labels. For example you may want to include varying information in a window title bar, you to animate labels. For example you may want to include varying information in a window title bar,
but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID: but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
```c ```cpp
Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID") Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even if the label looks different Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same ID, different label
sprintf(buf, "My game (%f FPS)###MyGame", fps); sprintf(buf, "My game (%f FPS)###MyGame", fps);
Begin(buf); // Variable title, ID = hash of "MyGame" Begin(buf); // Variable title, ID = hash of "MyGame"
@ -256,7 +256,7 @@ creating many UI elements programmatically.
You can push a pointer, a string or an integer value into the ID stack. You can push a pointer, a string or an integer value into the ID stack.
Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack. Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack.
At each level of the stack we store the seed used for items at this level of the ID stack. At each level of the stack we store the seed used for items at this level of the ID stack.
```c ```cpp
Begin("Window"); Begin("Window");
for (int i = 0; i < 100; i++) for (int i = 0; i < 100; i++)
{ {
@ -281,7 +281,7 @@ for (int i = 0; i < 100; i++)
End(); End();
``` ```
- You can stack multiple prefixes into the ID stack: - You can stack multiple prefixes into the ID stack:
```c ```cpp
Button("Click"); // Label = "Click", ID = hash of (..., "Click") Button("Click"); // Label = "Click", ID = hash of (..., "Click")
PushID("node"); PushID("node");
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
@ -291,7 +291,7 @@ PushID("node");
PopID(); PopID();
``` ```
- Tree nodes implicitly creates a scope for you by calling PushID(). - Tree nodes implicitly creates a scope for you by calling PushID().
```c ```cpp
Button("Click"); // Label = "Click", ID = hash of (..., "Click") Button("Click"); // Label = "Click", ID = hash of (..., "Click")
if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag) if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
{ {
@ -328,22 +328,22 @@ Long explanation:
ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice. ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function. Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.
- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using: - In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
``` ```cpp
OpenGL: OpenGL:
- ImTextureID = GLuint - ImTextureID = GLuint
- See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp - See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp
``` ```
``` ```cpp
DirectX9: DirectX9:
- ImTextureID = LPDIRECT3DTEXTURE9 - ImTextureID = LPDIRECT3DTEXTURE9
- See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp - See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp
``` ```
``` ```cpp
DirectX11: DirectX11:
- ImTextureID = ID3D11ShaderResourceView* - ImTextureID = ID3D11ShaderResourceView*
- See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp - See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp
``` ```
``` ```cpp
DirectX12: DirectX12:
- ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE - ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE
- See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp - See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp
@ -429,8 +429,7 @@ provide similar or better string helpers.
### Q: How can I display custom shapes? (using low-level ImDrawList API) ### Q: How can I display custom shapes? (using low-level ImDrawList API)
- You can use the low-level `ImDrawList` api to render shapes within a window. - You can use the low-level `ImDrawList` api to render shapes within a window.
```cpp
```
ImGui::Begin("My shapes"); ImGui::Begin("My shapes");
ImDrawList* draw_list = ImGui::GetWindowDrawList(); ImDrawList* draw_list = ImGui::GetWindowDrawList();
@ -466,9 +465,9 @@ ImGui::End();
### Q: How should I handle DPI in my application? ### Q: How should I handle DPI in my application?
The short answer is: obtain the desired DPI scale, load a suitable font resized with that scale (always round down font size to nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`. The short answer is: obtain the desired DPI scale, load your fonts resized with that scale (always round down fonts size to nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`.
Your application may want to detect DPI change and reload the font and reset style being frames. Your application may want to detect DPI change and reload the fonts and reset style between frames.
Your ui code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead. Your ui code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead.
@ -507,7 +506,7 @@ backslash \ within a string literal, you need to write it double backslash "\\":
```cpp ```cpp
io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escaping the M here!) io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escaping the M here!)
io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT (Windows only)
io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
``` ```
@ -644,7 +643,7 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci
# Q&A: Community # Q&A: Community
### Q: How can I help? ### Q: How can I help?
- Businesses: please reach out to `contact AT dearimgui.org` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project. - Businesses: please reach out to `contact AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project.
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md). - Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
- If you are experienced with Dear ImGui and C++, look at the [GitHub Issues](https://github.com/ocornut/imgui/issues), look at the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt) and see how you want to help and can help! - If you are experienced with Dear ImGui and C++, look at the [GitHub Issues](https://github.com/ocornut/imgui/issues), look at the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt) and see how you want to help and can help!
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.

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@ -311,39 +311,31 @@ In some situations, you may also use `/` path separator under Windows.
Some fonts files are available in the `misc/fonts/` folder: Some fonts files are available in the `misc/fonts/` folder:
``` **Roboto-Medium.ttf**, by Christian Robetson
Roboto-Medium.ttf <br>Apache License 2.0
Apache License 2.0 <br>https://fonts.google.com/specimen/Roboto
by Christian Robetson
https://fonts.google.com/specimen/Roboto
Cousine-Regular.ttf **Cousine-Regular.ttf**, by Steve Matteson
by Steve Matteson <br>Digitized data copyright (c) 2010 Google Corporation.
Digitized data copyright (c) 2010 Google Corporation. <br>Licensed under the SIL Open Font License, Version 1.1
Licensed under the SIL Open Font License, Version 1.1 <br>https://fonts.google.com/specimen/Cousine
https://fonts.google.com/specimen/Cousine
DroidSans.ttf **DroidSans.ttf**, by Steve Matteson
Copyright (c) Steve Matteson <br>Apache License 2.0
Apache License, version 2.0 <br>https://www.fontsquirrel.com/fonts/droid-sans
https://www.fontsquirrel.com/fonts/droid-sans
ProggyClean.ttf **ProggyClean.ttf**, by Tristan Grimmer
Copyright (c) 2004, 2005 Tristan Grimmer <br>MIT License
MIT License <br>(recommended loading setting: Size = 13.0, GlyphOffset.y = +1)
recommended loading setting: Size = 13.0, GlyphOffset.y = +1 <br>http://www.proggyfonts.net/
http://www.proggyfonts.net/
ProggyTiny.ttf **ProggyTiny.ttf**, by Tristan Grimmer
Copyright (c) 2004, 2005 Tristan Grimmer <br>MIT License
MIT License <br>(recommended loading setting: Size = 10.0, GlyphOffset.y = +1)
recommended loading setting: Size = 10.0, GlyphOffset.y = +1 <br>http://www.proggyfonts.net/
http://www.proggyfonts.net/
Karla-Regular.ttf **Karla-Regular.ttf**, by Jonathan Pinhorn
Copyright (c) 2012, Jonathan Pinhorn <br>SIL OPEN FONT LICENSE Version 1.1
SIL OPEN FONT LICENSE Version 1.1
```
##### [Return to Index](#index) ##### [Return to Index](#index)

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@ -7,15 +7,15 @@
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead) # (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
# #
# Running `make` will produce three files: # Running `make` will produce three files:
# - example_emscripten.html # - example_emscripten_opengl3.html
# - example_emscripten.js # - example_emscripten_opengl3.js
# - example_emscripten.wasm # - example_emscripten_opengl3.wasm
# #
# All three are needed to run the demo. # All three are needed to run the demo.
CC = emcc CC = emcc
CXX = em++ CXX = em++
EXE = example_emscripten.html EXE = example_emscripten_opengl3.html
IMGUI_DIR = ../.. IMGUI_DIR = ../..
SOURCES = main.cpp SOURCES = main.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_widgets.cpp SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_widgets.cpp

View File

@ -4,14 +4,14 @@
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions - You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup. - You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools. - Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
- Then build using `make` while in the `example_emscripten/` directory. - Then build using `make` while in the `example_emscripten_opengl3/` directory.
## How to Run ## How to Run
To run on a local machine: To run on a local machine:
- Generally you may need a local webserver. Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br> - Generally you may need a local webserver. Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and cant load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers youll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_ _"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and cant load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers youll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
- Emscripten SDK has a handy `emrun` command: `emrun example_emscripten.html` which will spawn a temporary local webserver. See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details. - Emscripten SDK has a handy `emrun` command: `emrun example_emscripten_opengl3.html` which will spawn a temporary local webserver. See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
- Otherwise you may use Python builtin webserver: `python -m http.server` in Python 3 or `python -m SimpleHTTPServer` in Python 2. After doing that, you can visit http://localhost:8000/. - Otherwise you may use Python builtin webserver: `python -m http.server` in Python 3 or `python -m SimpleHTTPServer` in Python 2. After doing that, you can visit http://localhost:8000/.
## Obsolete features: ## Obsolete features:

108
imgui.cpp
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@ -382,6 +382,7 @@ CODE
- 2020/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api. - 2020/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
- 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
- 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
- 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
- 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018): - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
@ -1469,7 +1470,7 @@ static const ImU32 GCrc32LookupTable[256] =
// Known size hash // Known size hash
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported. // It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed) ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed)
{ {
ImU32 crc = ~seed; ImU32 crc = ~seed;
const unsigned char* data = (const unsigned char*)data_p; const unsigned char* data = (const unsigned char*)data_p;
@ -1485,7 +1486,7 @@ ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed)
// - If we reach ### in the string we discard the hash so far and reset to the seed. // - If we reach ### in the string we discard the hash so far and reset to the seed.
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed) ImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed)
{ {
seed = ~seed; seed = ~seed;
ImU32 crc = seed; ImU32 crc = seed;
@ -2224,7 +2225,7 @@ static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height)
window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y); window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y);
window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
if (ImGuiColumns* columns = window->DC.CurrentColumns) if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly
} }
@ -2844,7 +2845,7 @@ ImGuiWindow::~ImGuiWindow()
IM_ASSERT(DrawList == &DrawListInst); IM_ASSERT(DrawList == &DrawListInst);
IM_DELETE(Name); IM_DELETE(Name);
for (int i = 0; i != ColumnsStorage.Size; i++) for (int i = 0; i != ColumnsStorage.Size; i++)
ColumnsStorage[i].~ImGuiColumns(); ColumnsStorage[i].~ImGuiOldColumns();
} }
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
@ -3544,7 +3545,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
if (root_window != NULL && !is_closed_popup) if (root_window != NULL && !is_closed_popup)
{ {
StartMouseMovingWindow(g.HoveredWindow); StartMouseMovingWindow(g.HoveredWindow); //-V595
// Cancel moving if clicked outside of title bar // Cancel moving if clicked outside of title bar
if (g.IO.ConfigWindowsMoveFromTitleBarOnly) if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
@ -6652,7 +6653,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Child window can be out of sight and have "negative" clip windows. // Child window can be out of sight and have "negative" clip windows.
// Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive)); IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive));
if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??
if (!g.LogEnabled)
if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
window->HiddenFramesCanSkipItems = 1; window->HiddenFramesCanSkipItems = 1;
@ -7045,7 +7047,7 @@ bool ImGui::IsWindowDocked()
// If you want a window to never be focused, you may use the e.g. NoInputs flag. // If you want a window to never be focused, you may use the e.g. NoInputs flag.
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
{ {
return window->Active && window == window->RootWindowDockStop && !(window->Flags & ImGuiWindowFlags_NoNavFocus); return window->WasActive && window == window->RootWindowDockStop && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
} }
float ImGui::GetWindowWidth() float ImGui::GetWindowWidth()
@ -7523,8 +7525,8 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
// (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means you assert macro is incorrectly defined! // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means you assert macro is incorrectly defined!
// If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block. // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
// This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
// #define IM_ASSERT(EXPR) SomeCode(EXPR); SomeMoreCode(); // Wrong! // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong!
// #define IM_ASSERT(EXPR) do { SomeCode(EXPR); SomeMoreCode(); } while (0) // Correct! // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct!
if (true) IM_ASSERT(1); else IM_ASSERT(0); if (true) IM_ASSERT(1); else IM_ASSERT(0);
// Check user data // Check user data
@ -7537,17 +7539,17 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?"); IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?");
IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
IM_ASSERT(g.Style.CircleSegmentMaxError > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.CircleSegmentMaxError > 0.0f && "Invalid style setting!");
IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!"); IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
for (int n = 0; n < ImGuiKey_COUNT; n++) for (int n = 0; n < ImGuiKey_COUNT; n++)
IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)");
// Perform simple check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only recently added in 1.60 WIP) // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
// Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
g.IO.ConfigWindowsResizeFromEdges = false; g.IO.ConfigWindowsResizeFromEdges = false;
@ -7605,6 +7607,9 @@ static void ImGui::ErrorCheckEndFrameSanityChecks()
IM_ASSERT((key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); IM_ASSERT((key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
IM_UNUSED(key_mod_flags); IM_UNUSED(key_mod_flags);
// Recover from errors
//ErrorCheckEndFrameRecover();
// Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
// to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
if (g.CurrentWindowStack.Size != 1) if (g.CurrentWindowStack.Size != 1)
@ -7624,6 +7629,80 @@ static void ImGui::ErrorCheckEndFrameSanityChecks()
IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!"); IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
} }
// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
// Must be called during or before EndFrame().
// This is generally flawed as we are not necessarily End/Popping things in the right order.
// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
// FIXME: Can't recover from interleaved BeginTabBar/Begin
void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
{
// PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
ImGuiContext& g = *GImGui;
while (g.CurrentWindowStack.Size > 0)
{
#ifdef IMGUI_HAS_TABLE
while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
{
if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
EndTable();
}
#endif
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(window != NULL);
while (g.CurrentTabBar != NULL) //-V1044
{
if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
EndTabBar();
}
while (window->DC.TreeDepth > 0)
{
if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
TreePop();
}
while (g.GroupStack.Size > window->DC.StackSizesOnBegin.SizeOfGroupStack)
{
if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
EndGroup();
}
while (window->IDStack.Size > 1)
{
if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
PopID();
}
while (g.ColorStack.Size > window->DC.StackSizesOnBegin.SizeOfColorStack)
{
if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
PopStyleColor();
}
while (g.StyleVarStack.Size > window->DC.StackSizesOnBegin.SizeOfStyleVarStack)
{
if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
PopStyleVar();
}
while (g.FocusScopeStack.Size > window->DC.StackSizesOnBegin.SizeOfFocusScopeStack)
{
if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
PopFocusScope();
}
if (g.CurrentWindowStack.Size == 1)
{
IM_ASSERT(g.CurrentWindow->IsFallbackWindow);
break;
}
IM_ASSERT(window == g.CurrentWindow);
if (window->Flags & ImGuiWindowFlags_ChildWindow)
{
if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
EndChild();
}
else
{
if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
End();
}
}
}
// Save current stack sizes for later compare // Save current stack sizes for later compare
void ImGuiStackSizes::SetToCurrentState() void ImGuiStackSizes::SetToCurrentState()
{ {
@ -7643,6 +7722,7 @@ void ImGuiStackSizes::CompareWithCurrentState()
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow; ImGuiWindow* window = g.CurrentWindow;
IM_UNUSED(window);
// Window stacks // Window stacks
// NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
@ -15863,7 +15943,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
} }
// [DEBUG] Display contents of Columns // [DEBUG] Display contents of Columns
void ImGui::DebugNodeColumns(ImGuiColumns* columns) void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
{ {
if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
return; return;
@ -16212,7 +16292,7 @@ void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* la
#else #else
void ImGui::ShowMetricsWindow(bool*) {} void ImGui::ShowMetricsWindow(bool*) {}
void ImGui::DebugNodeColumns(ImGuiColumns*) {} void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {} void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}

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@ -383,9 +383,9 @@ namespace ImGui
IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied
// Parameters stacks (current window) // Parameters stacks (current window)
IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). 0.0f = default to ~2/3 of windows width,
IMGUI_API void PopItemWidth(); IMGUI_API void PopItemWidth();
IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side) IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
IMGUI_API void PopTextWrapPos(); IMGUI_API void PopTextWrapPos();
@ -2448,7 +2448,7 @@ struct ImFontAtlas
// NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters

View File

@ -326,8 +326,8 @@ void ImGui::ShowDemoWindow(bool* p_open)
// Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details. // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details.
// e.g. Use 2/3 of the space for widgets and 1/3 for labels (default) // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align)
//ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f);
// e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets. // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets.
ImGui::PushItemWidth(ImGui::GetFontSize() * -12); ImGui::PushItemWidth(ImGui::GetFontSize() * -12);
@ -532,6 +532,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ShowDemoWindowMisc(); ShowDemoWindowMisc();
// End of ShowDemoWindow() // End of ShowDemoWindow()
ImGui::PopItemWidth();
ImGui::End(); ImGui::End();
} }
@ -2229,34 +2230,69 @@ static void ShowDemoWindowLayout()
// e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc.
static float f = 0.0f; static float f = 0.0f;
static bool show_indented_items = true;
ImGui::Checkbox("Show indented items", &show_indented_items);
ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); ImGui::Text("SetNextItemWidth/PushItemWidth(100)");
ImGui::SameLine(); HelpMarker("Fixed width."); ImGui::SameLine(); HelpMarker("Fixed width.");
ImGui::SetNextItemWidth(100); ImGui::PushItemWidth(100);
ImGui::DragFloat("float##1", &f); ImGui::DragFloat("float##1b", &f);
if (show_indented_items)
ImGui::Text("SetNextItemWidth/PushItemWidth(GetWindowWidth() * 0.5f)"); {
ImGui::SameLine(); HelpMarker("Half of window width."); ImGui::Indent();
ImGui::SetNextItemWidth(ImGui::GetWindowWidth() * 0.5f); ImGui::DragFloat("float (indented)##1b", &f);
ImGui::DragFloat("float##2", &f); ImGui::Unindent();
}
ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); ImGui::PopItemWidth();
ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)");
ImGui::SetNextItemWidth(ImGui::GetContentRegionAvail().x * 0.5f);
ImGui::DragFloat("float##3", &f);
ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); ImGui::Text("SetNextItemWidth/PushItemWidth(-100)");
ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); ImGui::SameLine(); HelpMarker("Align to right edge minus 100");
ImGui::SetNextItemWidth(-100); ImGui::PushItemWidth(-100);
ImGui::DragFloat("float##4", &f); ImGui::DragFloat("float##2a", &f);
if (show_indented_items)
{
ImGui::Indent();
ImGui::DragFloat("float (indented)##2b", &f);
ImGui::Unindent();
}
ImGui::PopItemWidth();
ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)");
ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)");
ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f);
ImGui::DragFloat("float##3a", &f);
if (show_indented_items)
{
ImGui::Indent();
ImGui::DragFloat("float (indented)##3b", &f);
ImGui::Unindent();
}
ImGui::PopItemWidth();
ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)");
ImGui::SameLine(); HelpMarker("Align to right edge minus half");
ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f);
ImGui::DragFloat("float##4a", &f);
if (show_indented_items)
{
ImGui::Indent();
ImGui::DragFloat("float (indented)##4b", &f);
ImGui::Unindent();
}
ImGui::PopItemWidth();
// Demonstrate using PushItemWidth to surround three items. // Demonstrate using PushItemWidth to surround three items.
// Calling SetNextItemWidth() before each of them would have the same effect. // Calling SetNextItemWidth() before each of them would have the same effect.
ImGui::Text("SetNextItemWidth/PushItemWidth(-1)"); ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)");
ImGui::SameLine(); HelpMarker("Align to right edge"); ImGui::SameLine(); HelpMarker("Align to right edge");
ImGui::PushItemWidth(-1); ImGui::PushItemWidth(-FLT_MIN);
ImGui::DragFloat("##float5a", &f); ImGui::DragFloat("##float5a", &f);
ImGui::DragFloat("##float5b", &f); if (show_indented_items)
ImGui::DragFloat("##float5c", &f); {
ImGui::Indent();
ImGui::DragFloat("float (indented)##5b", &f);
ImGui::Unindent();
}
ImGui::PopItemWidth(); ImGui::PopItemWidth();
ImGui::TreePop(); ImGui::TreePop();

View File

@ -784,14 +784,14 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
{ {
// If we're using textures we only need to emit the left/right edge vertices // If we're using textures we only need to emit the left/right edge vertices
ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness]; ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness];
if (fractional_thickness != 0.0f) /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false!
{ {
const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1]; const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1];
tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp() tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp()
tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness; tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness;
tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness; tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness;
tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness; tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness;
} }*/
ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y); ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y);
ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w); ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w);
for (int i = 0; i < points_count; i++) for (int i = 0; i < points_count; i++)
@ -2622,45 +2622,76 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()
const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() const ImWchar* ImFontAtlas::GetGlyphRangesJapanese()
{ {
// 1946 common ideograms code points for Japanese // 2999 ideograms code points for Japanese
// Sourced from http://theinstructionlimit.com/common-kanji-character-ranges-for-xna-spritefont-rendering // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points
// FIXME: Source a list of the revised 2136 Joyo Kanji list from 2010 and rebuild this. // - 863 Jinmeiyo (meaning "for personal name") Kanji code points
// - Sourced from the character information database of the Information-technology Promotion Agency, Japan
// - https://mojikiban.ipa.go.jp/mji/
// - Available under the terms of the Creative Commons Attribution-ShareAlike 2.1 Japan (CC BY-SA 2.1 JP).
// - https://creativecommons.org/licenses/by-sa/2.1/jp/deed.en
// - https://creativecommons.org/licenses/by-sa/2.1/jp/legalcode
// - You can generate this code by the script at:
// - https://github.com/vaiorabbit/everyday_use_kanji
// - References:
// - List of Joyo Kanji
// - (Official list by the Agency for Cultural Affairs) https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kakuki/14/tosin02/index.html
// - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji
// - List of Jinmeiyo Kanji
// - (Official list by the Ministry of Justice) http://www.moj.go.jp/MINJI/minji86.html
// - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji
// - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details.
// You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
// (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)
static const short accumulative_offsets_from_0x4E00[] = static const short accumulative_offsets_from_0x4E00[] =
{ {
0,1,2,4,1,1,1,1,2,1,6,2,2,1,8,5,7,11,1,2,10,10,8,2,4,20,2,11,8,2,1,2,1,6,2,1,7,5,3,7,1,1,13,7,9,1,4,6,1,2,1,10,1,1,9,2,2,4,5,6,14,1,1,9,3,18, 0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1,
5,4,2,2,10,7,1,1,1,3,2,4,3,23,2,10,12,2,14,2,4,13,1,6,10,3,1,7,13,6,4,13,5,2,3,17,2,2,5,7,6,4,1,7,14,16,6,13,9,15,1,1,7,16,4,7,1,19,9,2,7,15, 1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3,
2,6,5,13,25,4,14,13,11,25,1,1,1,2,1,2,2,3,10,11,3,3,1,1,4,4,2,1,4,9,1,4,3,5,5,2,7,12,11,15,7,16,4,5,16,2,1,1,6,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1, 2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8,
2,1,12,3,3,9,5,8,1,11,1,2,3,18,20,4,1,3,6,1,7,3,5,5,7,2,2,12,3,1,4,2,3,2,3,11,8,7,4,17,1,9,25,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,6,16,1,2,1,1,3,12, 2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5,
20,2,5,20,8,7,6,2,1,1,1,1,6,2,1,2,10,1,1,6,1,3,1,2,1,4,1,12,4,1,3,1,1,1,1,1,10,4,7,5,13,1,15,1,1,30,11,9,1,15,38,14,1,32,17,20,1,9,31,2,21,9, 2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1,
4,49,22,2,1,13,1,11,45,35,43,55,12,19,83,1,3,2,3,13,2,1,7,3,18,3,13,8,1,8,18,5,3,7,25,24,9,24,40,3,17,24,2,1,6,2,3,16,15,6,7,3,12,1,9,7,3,3, 1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30,
3,15,21,5,16,4,5,12,11,11,3,6,3,2,31,3,2,1,1,23,6,6,1,4,2,6,5,2,1,1,3,3,22,2,6,2,3,17,3,2,4,5,1,9,5,1,1,6,15,12,3,17,2,14,2,8,1,23,16,4,2,23, 2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3,
8,15,23,20,12,25,19,47,11,21,65,46,4,3,1,5,6,1,2,5,26,2,1,1,3,11,1,1,1,2,1,2,3,1,1,10,2,3,1,1,1,3,6,3,2,2,6,6,9,2,2,2,6,2,5,10,2,4,1,2,1,2,2, 13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4,
3,1,1,3,1,2,9,23,9,2,1,1,1,1,5,3,2,1,10,9,6,1,10,2,31,25,3,7,5,40,1,15,6,17,7,27,180,1,3,2,2,1,1,1,6,3,10,7,1,3,6,17,8,6,2,2,1,3,5,5,8,16,14, 5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14,
15,1,1,4,1,2,1,1,1,3,2,7,5,6,2,5,10,1,4,2,9,1,1,11,6,1,44,1,3,7,9,5,1,3,1,1,10,7,1,10,4,2,7,21,15,7,2,5,1,8,3,4,1,3,1,6,1,4,2,1,4,10,8,1,4,5, 2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1,
1,5,10,2,7,1,10,1,1,3,4,11,10,29,4,7,3,5,2,3,33,5,2,19,3,1,4,2,6,31,11,1,3,3,3,1,8,10,9,12,11,12,8,3,14,8,6,11,1,4,41,3,1,2,7,13,1,5,6,2,6,12, 1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1,
12,22,5,9,4,8,9,9,34,6,24,1,1,20,9,9,3,4,1,7,2,2,2,6,2,28,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,8,8,3,2,1,5,1,2,2,3,1,11,11,7,3,6,10,8,6,16,16, 7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1,
22,7,12,6,21,5,4,6,6,3,6,1,3,2,1,2,8,29,1,10,1,6,13,6,6,19,31,1,13,4,4,22,17,26,33,10,4,15,12,25,6,67,10,2,3,1,6,10,2,6,2,9,1,9,4,4,1,2,16,2, 1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1,
5,9,2,3,8,1,8,3,9,4,8,6,4,8,11,3,2,1,1,3,26,1,7,5,1,11,1,5,3,5,2,13,6,39,5,1,5,2,11,6,10,5,1,15,5,3,6,19,21,22,2,4,1,6,1,8,1,4,8,2,4,2,2,9,2, 6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2,
1,1,1,4,3,6,3,12,7,1,14,2,4,10,2,13,1,17,7,3,2,1,3,2,13,7,14,12,3,1,29,2,8,9,15,14,9,14,1,3,1,6,5,9,11,3,38,43,20,7,7,8,5,15,12,19,15,81,8,7, 10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7,
1,5,73,13,37,28,8,8,1,15,18,20,165,28,1,6,11,8,4,14,7,15,1,3,3,6,4,1,7,14,1,1,11,30,1,5,1,4,14,1,4,2,7,52,2,6,29,3,1,9,1,21,3,5,1,26,3,11,14, 2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5,
11,1,17,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,7,7,5,17,3,3,3,1,23,10,4,4,6,3,1,16,17,22,3,10,21,16,16,6,4,10,2,1,1,2,8,8,6,5,3,3,3,39,25, 3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1,
15,1,1,16,6,7,25,15,6,6,12,1,22,13,1,4,9,5,12,2,9,1,12,28,8,3,5,10,22,60,1,2,40,4,61,63,4,1,13,12,1,4,31,12,1,14,89,5,16,6,29,14,2,5,49,18,18, 6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7,
5,29,33,47,1,17,1,19,12,2,9,7,39,12,3,7,12,39,3,1,46,4,12,3,8,9,5,31,15,18,3,2,2,66,19,13,17,5,3,46,124,13,57,34,2,5,4,5,8,1,1,1,4,3,1,17,5, 4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2,
3,5,3,1,8,5,6,3,27,3,26,7,12,7,2,17,3,7,18,78,16,4,36,1,2,1,6,2,1,39,17,7,4,13,4,4,4,1,10,4,2,4,6,3,10,1,19,1,26,2,4,33,2,73,47,7,3,8,2,4,15, 4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5,
18,1,29,2,41,14,1,21,16,41,7,39,25,13,44,2,2,10,1,13,7,1,7,3,5,20,4,8,2,49,1,10,6,1,6,7,10,7,11,16,3,12,20,4,10,3,1,2,11,2,28,9,2,4,7,2,15,1, 1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6,
27,1,28,17,4,5,10,7,3,24,10,11,6,26,3,2,7,2,2,49,16,10,16,15,4,5,27,61,30,14,38,22,2,7,5,1,3,12,23,24,17,17,3,3,2,4,1,6,2,7,5,1,1,5,1,1,9,4, 12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2,
1,3,6,1,8,2,8,4,14,3,5,11,4,1,3,32,1,19,4,1,13,11,5,2,1,8,6,8,1,6,5,13,3,23,11,5,3,16,3,9,10,1,24,3,198,52,4,2,2,5,14,5,4,22,5,20,4,11,6,41, 1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16,
1,5,2,2,11,5,2,28,35,8,22,3,18,3,10,7,5,3,4,1,5,3,8,9,3,6,2,16,22,4,5,5,3,3,18,23,2,6,23,5,27,8,1,33,2,12,43,16,5,2,3,6,1,20,4,2,9,7,1,11,2, 22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11,
10,3,14,31,9,3,25,18,20,2,5,5,26,14,1,11,17,12,40,19,9,6,31,83,2,7,9,19,78,12,14,21,76,12,113,79,34,4,1,1,61,18,85,10,2,2,13,31,11,50,6,33,159, 2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18,
179,6,6,7,4,4,2,4,2,5,8,7,20,32,22,1,3,10,6,7,28,5,10,9,2,77,19,13,2,5,1,4,4,7,4,13,3,9,31,17,3,26,2,6,6,5,4,1,7,11,3,4,2,1,6,2,20,4,1,9,2,6, 18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9,
3,7,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,5,13,8,4,11,23,1,10,6,2,1,3,21,2,2,4,24,31,4,10,10,2,5,192,15,4,16,7,9,51,1,2,1,1,5,1,1,2,1,3,5,3,1,3,4,1, 14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3,
3,1,3,3,9,8,1,2,2,2,4,4,18,12,92,2,10,4,3,14,5,25,16,42,4,14,4,2,21,5,126,30,31,2,1,5,13,3,22,5,6,6,20,12,1,14,12,87,3,19,1,8,2,9,9,3,3,23,2, 1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6,
3,7,6,3,1,2,3,9,1,3,1,6,3,2,1,3,11,3,1,6,10,3,2,3,1,2,1,5,1,1,11,3,6,4,1,7,2,1,2,5,5,34,4,14,18,4,19,7,5,8,2,6,79,1,5,2,14,8,2,9,2,1,36,28,16, 40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1,
4,1,1,1,2,12,6,42,39,16,23,7,15,15,3,2,12,7,21,64,6,9,28,8,12,3,3,41,59,24,51,55,57,294,9,9,2,6,2,15,1,2,13,38,90,9,9,9,3,11,7,1,1,1,5,6,3,2, 12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8,
1,2,2,3,8,1,4,4,1,5,7,1,4,3,20,4,9,1,1,1,5,5,17,1,5,2,6,2,4,1,4,5,7,3,18,11,11,32,7,5,4,7,11,127,8,4,3,3,1,10,1,1,6,21,14,1,16,1,7,1,3,6,9,65, 2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1,
51,4,3,13,3,10,1,1,12,9,21,110,3,19,24,1,1,10,62,4,1,29,42,78,28,20,18,82,6,3,15,6,84,58,253,15,155,264,15,21,9,14,7,58,40,39, 1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10,
1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5,
3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2,
14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5,
12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1,
2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5,
1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4,
3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7,
2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5,
13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13,
18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21,
37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1,
5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38,
32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4,
1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4,
4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,
3,2,1,1,1,1,2,1,1,
}; };
static ImWchar base_ranges[] = // not zero-terminated static ImWchar base_ranges[] = // not zero-terminated
{ {

View File

@ -92,8 +92,6 @@ struct ImRect; // An axis-aligned rectangle (2 points)
struct ImDrawDataBuilder; // Helper to build a ImDrawData instance struct ImDrawDataBuilder; // Helper to build a ImDrawData instance
struct ImDrawListSharedData; // Data shared between all ImDrawList instances struct ImDrawListSharedData; // Data shared between all ImDrawList instances
struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it
struct ImGuiColumnData; // Storage data for a single column
struct ImGuiColumns; // Storage data for a columns set
struct ImGuiContext; // Main Dear ImGui context struct ImGuiContext; // Main Dear ImGui context
struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine
struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum
@ -109,6 +107,8 @@ struct ImGuiNavMoveResult; // Result of a gamepad/keyboard directional
struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions
struct ImGuiNextWindowData; // Storage for SetNextWindow** functions struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
struct ImGuiNextItemData; // Storage for SetNextItem** functions struct ImGuiNextItemData; // Storage for SetNextItem** functions
struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api
struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api
struct ImGuiPopupData; // Storage for current popup stack struct ImGuiPopupData; // Storage for current popup stack
struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file
struct ImGuiStackSizes; // Storage of stack sizes for debugging/asserting struct ImGuiStackSizes; // Storage of stack sizes for debugging/asserting
@ -122,10 +122,9 @@ struct ImGuiWindowSettings; // Storage for a window .ini settings (we ke
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field
typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior()
typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: BeginColumns()
typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight()
typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d()
typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests
@ -135,6 +134,8 @@ typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // F
typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx()
typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx()
typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...);
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// [SECTION] Context pointer // [SECTION] Context pointer
// See implementation of this variable in imgui.cpp for comments and details. // See implementation of this variable in imgui.cpp for comments and details.
@ -261,10 +262,10 @@ namespace ImStb
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Helpers: Hashing // Helpers: Hashing
IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0); IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0);
IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
static inline ImU32 ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68] static inline ImGuiID ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68]
#endif #endif
// Helpers: Sorting // Helpers: Sorting
@ -1011,31 +1012,41 @@ struct ImGuiPtrOrIndex
// [SECTION] Columns support // [SECTION] Columns support
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
enum ImGuiColumnsFlags_ // Flags for internal's BeginColumns(). Prefix using BeginTable() nowadays!
enum ImGuiOldColumnFlags_
{ {
// Default: 0 ImGuiOldColumnFlags_None = 0,
ImGuiColumnsFlags_None = 0, ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers
ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers
ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns
ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window
ImGuiColumnsFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove.
ImGuiColumnsFlags_GrowParentContentsSize= 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove.
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
, ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None,
ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder,
ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize,
ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths,
ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow,
ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize
#endif
}; };
struct ImGuiColumnData struct ImGuiOldColumnData
{ {
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 OffsetNormBeforeResize; float OffsetNormBeforeResize;
ImGuiColumnsFlags Flags; // Not exposed ImGuiOldColumnFlags Flags; // Not exposed
ImRect ClipRect; ImRect ClipRect;
ImGuiColumnData() { memset(this, 0, sizeof(*this)); } ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); }
}; };
struct ImGuiColumns struct ImGuiOldColumns
{ {
ImGuiID ID; ImGuiID ID;
ImGuiColumnsFlags Flags; ImGuiOldColumnFlags Flags;
bool IsFirstFrame; bool IsFirstFrame;
bool IsBeingResized; bool IsBeingResized;
int Current; int Current;
@ -1047,10 +1058,10 @@ struct ImGuiColumns
ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns()
ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground()
ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns()
ImVector<ImGuiColumnData> Columns; ImVector<ImGuiOldColumnData> Columns;
ImDrawListSplitter Splitter; ImDrawListSplitter Splitter;
ImGuiColumns() { memset(this, 0, sizeof(*this)); } ImGuiOldColumns() { memset(this, 0, sizeof(*this)); }
}; };
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -1292,8 +1303,8 @@ struct IMGUI_API ImGuiStackSizes
short SizeOfBeginPopupStack; short SizeOfBeginPopupStack;
ImGuiStackSizes() { memset(this, 0, sizeof(*this)); } ImGuiStackSizes() { memset(this, 0, sizeof(*this)); }
IMGUI_API void SetToCurrentState(); void SetToCurrentState();
IMGUI_API void CompareWithCurrentState(); void CompareWithCurrentState();
}; };
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -1753,7 +1764,7 @@ struct IMGUI_API ImGuiWindowTempData
ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
ImVector<ImGuiWindow*> ChildWindows; ImVector<ImGuiWindow*> ChildWindows;
ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state)
ImGuiColumns* CurrentColumns; // Current columns set ImGuiOldColumns* CurrentColumns; // Current columns set
ImGuiLayoutType LayoutType; ImGuiLayoutType LayoutType;
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
@ -1847,7 +1858,7 @@ struct IMGUI_API ImGuiWindow
float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there)
float ItemWidthDefault; float ItemWidthDefault;
ImGuiStorage StateStorage; ImGuiStorage StateStorage;
ImVector<ImGuiColumns> ColumnsStorage; ImVector<ImGuiOldColumns> ColumnsStorage;
float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale()
float FontDpiScale; float FontDpiScale;
int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back)
@ -2220,15 +2231,15 @@ namespace ImGui
// Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API)
IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect);
IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
IMGUI_API void EndColumns(); // close columns IMGUI_API void EndColumns(); // close columns
IMGUI_API void PushColumnClipRect(int column_index); IMGUI_API void PushColumnClipRect(int column_index);
IMGUI_API void PushColumnsBackground(); IMGUI_API void PushColumnsBackground();
IMGUI_API void PopColumnsBackground(); IMGUI_API void PopColumnsBackground();
IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count);
IMGUI_API ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id);
IMGUI_API float GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm); IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm);
IMGUI_API float GetColumnNormFromOffset(const ImGuiColumns* columns, float offset); IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset);
// Tab Bars // Tab Bars
IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node); IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node);
@ -2341,10 +2352,11 @@ namespace ImGui
IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window);
// Debug Tools // Debug Tools
IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); } inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); }
inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }
IMGUI_API void DebugNodeColumns(ImGuiColumns* columns); IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns);
IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label); IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label);
IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label); IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label);
IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);

View File

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