mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-15 01:17:00 +00:00
Merge branch 'master' into viewport
# Conflicts: # examples/allegro5_example/main.cpp # examples/directx10_example/main.cpp # examples/directx11_example/main.cpp # examples/directx12_example/main.cpp # examples/directx9_example/main.cpp # examples/imgui_impl_dx10.cpp # examples/imgui_impl_dx11.cpp # examples/imgui_impl_dx12.cpp # examples/imgui_impl_dx9.cpp # examples/imgui_impl_glfw.h # examples/imgui_impl_vulkan.cpp # examples/opengl2_example/imgui_impl_glfw_gl2.cpp # examples/opengl2_example/main.cpp # examples/opengl3_example/imgui_impl_glfw_gl3.cpp # examples/opengl3_example/main.cpp # examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp # examples/sdl_opengl2_example/main.cpp # examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp # examples/sdl_opengl3_example/main.cpp # examples/vulkan_example/main.cpp # imgui.cpp # imgui.h
This commit is contained in:
commit
c4a158656e
@ -55,6 +55,7 @@ Breaking Changes:
|
||||
- removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
|
||||
- removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
|
||||
- Moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
|
||||
- Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
|
||||
- Obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
|
||||
- Obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
|
||||
- Renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
|
||||
@ -92,6 +93,7 @@ Other Changes:
|
||||
- Window: Added SetNextWindowBgAlpha() helper. Particularly helpul since the legacy 5-parameters version of Begin() has been marked as obsolete in 1.53. (#1567)
|
||||
- Window: Fixed SetNextWindowContentSize() with 0.0f on Y axis (or SetNextWindowContentWidth()) overwriting the contents size. Got broken on Dec 10 (1.53). (#1363)
|
||||
- Window: CloseButton: Fixed cross positioning being a little off.
|
||||
- ArrowButton: Added ArrowButton() given a cardinal direction (e.g. ImGuiDir_Left).
|
||||
- InputText: Added alternative clipboard shortcuts: Shift+Delete (cut), Ctrl+Insert (copy), Shift+Insert (paste). (#1541)
|
||||
- InputText: Fixed losing Cursor X position when clicking outside on an item that's submitted after the InputText(). It was only noticeable when restoring focus programmatically. (#1418, #1554)
|
||||
- Style: Enable window border by default. (#707)
|
||||
@ -112,6 +114,10 @@ Other Changes:
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||||
- Drag and Drop: Increased payload type string to 12 characters instead of 8. (#143)
|
||||
- Drag and Drop: TreeNode as drop target displays rectangle over full frame. (#1597, #143)
|
||||
- DragFloat: Fix/workaround for backends which do not preserve a valid mouse position when dragged out of bounds. (#1559)
|
||||
- Slider, Combo: Use ImGuiCol_FrameBgHovered color when hovered. (#1456) [@stfx]
|
||||
- Combo: BeginCombo(): Added ImGuiComboFlags_NoArrowButton to disable the arrow button and only display the wide value preview box.
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- Combo: BeginCombo(): Added ImGuiComboFlags_NoPreview to disable the preview and only display a square arrow button.
|
||||
- Combo: Arrow button isn't displayed over frame background so its blended color matches other buttons. Left side of the button isn't rounded.
|
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- PlotLines: plot a flat line if scale_min==scale_max. (#1621)
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- ImFontAtlas: Handle stb_truetype stbtt_InitFont() and stbtt_PackBegin() possible failures more gracefully, GetTexDataAsRGBA32() won't crash during conversion. (#1527)
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- ImFontAtlas: Moved mouse cursor data out of ImGuiContext, fix drawing them with multiple contexts. Also remove the last remaining undesirable dependency on ImGui in imgui_draw.cpp. (#939)
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||||
@ -126,6 +132,8 @@ Other Changes:
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||||
- Misc: Added misc/natvis/imgui.natvis for visual studio debugger users to easily visualizer imgui internal types. Added to examples projects.
|
||||
- Misc: Added IMGUI_USER_CONFIG to define a custom configuration filename. (#255, #1573, #1144, #41)
|
||||
- Misc: Updated stb_rect_pack from 0.10 to 0.11 (minor changes).
|
||||
- Misc: Added ImGuiConfigFlags_IsSRGB and ImGuiConfigFlags_IsTouchScreen user flags (for io.ConfigFlags).
|
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(Those flags are not used by ImGui itself, they only exists to make it easy for the engine/back-end to pass information to the application in a standard manner.)
|
||||
- Fonts: Updated stb_truetype from 1.14 to stb_truetype 1.19. (w/ include fix from some platforms #1622)
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- Fonts: Added optional FreeType rasterizer in misc/freetype. Moved from imgui_club repo. (#618) [@Vuhdo, @mikesart, @ocornut]
|
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- Fonts: Moved extra_fonts/ to misc/fonts/.
|
||||
|
@ -15,8 +15,9 @@
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||||
#CXX = clang++
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|
||||
EXE = opengl2_example
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OBJS = main.o imgui_impl_glfw_gl2.o
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OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o
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SOURCES = main.cpp imgui_impl_glfw_gl2.cpp
|
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SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
@ -51,15 +52,18 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
|
||||
endif
|
||||
|
||||
|
||||
.cpp.o:
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../../%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $(EXE) $(OBJS) $(CXXFLAGS) $(LIBS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm $(EXE) $(OBJS)
|
||||
rm -f $(EXE) $(OBJS)
|
||||
|
||||
|
@ -15,9 +15,10 @@
|
||||
#CXX = clang++
|
||||
|
||||
EXE = opengl3_example
|
||||
OBJS = main.o imgui_impl_glfw_gl3.o
|
||||
OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o
|
||||
OBJS += ../libs/gl3w/GL/gl3w.o
|
||||
SOURCES = main.cpp imgui_impl_glfw_gl3.cpp
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
|
||||
SOURCES += ../libs/gl3w/GL/gl3w.c
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
@ -52,14 +53,20 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
|
||||
endif
|
||||
|
||||
|
||||
.cpp.o:
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../../%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../libs/gl3w/GL/%.c
|
||||
$(CC) $(CFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $(EXE) $(OBJS) $(CXXFLAGS) $(LIBS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm $(EXE) $(OBJS)
|
||||
rm -f $(EXE) $(OBJS)
|
||||
|
@ -15,9 +15,10 @@
|
||||
#CXX = clang++
|
||||
|
||||
EXE = sdl_opengl3_example
|
||||
OBJS = main.o imgui_impl_sdl_gl3.o
|
||||
OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o
|
||||
OBJS += ../libs/gl3w/GL/gl3w.o
|
||||
SOURCES = main.cpp imgui_impl_sdl_gl3.cpp
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
|
||||
SOURCES += ../libs/gl3w/GL/gl3w.c
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
@ -50,14 +51,20 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
|
||||
endif
|
||||
|
||||
|
||||
.cpp.o:
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../../%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../libs/gl3w/GL/%.c
|
||||
$(CC) $(CFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $(EXE) $(OBJS) $(CXXFLAGS) $(LIBS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm $(EXE) $(OBJS)
|
||||
rm -f $(EXE) $(OBJS)
|
||||
|
93
imgui.cpp
93
imgui.cpp
@ -77,7 +77,7 @@
|
||||
- ESCAPE to revert text to its original value.
|
||||
- You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!)
|
||||
- Controls are automatically adjusted for OSX to match standard OSX text editing operations.
|
||||
- Gamepad navigation: see suggested mappings in imgui.h ImGuiNavInput_
|
||||
- Gamepad navigation: see suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at goo.gl/9LgVZW.
|
||||
|
||||
|
||||
PROGRAMMER GUIDE
|
||||
@ -229,6 +229,7 @@
|
||||
0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.
|
||||
- We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
|
||||
Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, maybe a power curve, etc.).
|
||||
- You can download PNG/PSD files depicting the gamepad controls for common controllers at: goo.gl/9LgVZW.
|
||||
- If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo to toggle the target.
|
||||
Please reach out if you think the game vs navigation input sharing could be improved.
|
||||
- Mouse:
|
||||
@ -250,8 +251,9 @@
|
||||
Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
|
||||
Also read releases logs https://github.com/ocornut/imgui/releases for more details.
|
||||
|
||||
- 2018/03/03 (1.60) - Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
|
||||
- 2018/02/27 (1.XX) - removed io.DisplayVisibleMin, io.DisplayVisibleMax settings (it was used to clip within the DisplayPos..DisplayPos+Size range, I don't know of anyone using it)
|
||||
- 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
|
||||
- 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
|
||||
- 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
|
||||
- 2018/02/07 (1.60) - reorganized context handling to be more explicit,
|
||||
- YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
|
||||
@ -934,13 +936,6 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
|
||||
#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
|
||||
#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
|
||||
|
||||
// Play it nice with Windows users. Notepad in 2015 still doesn't display text data with Unix-style \n.
|
||||
#ifdef _WIN32
|
||||
#define IM_NEWLINE "\r\n"
|
||||
#else
|
||||
#define IM_NEWLINE "\n"
|
||||
#endif
|
||||
|
||||
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
|
||||
{
|
||||
ImVec2 ap = p - a;
|
||||
@ -4729,7 +4724,7 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
|
||||
}
|
||||
|
||||
// Render a triangle to denote expanded/collapsed state
|
||||
void ImGui::RenderTriangle(ImVec2 p_min, ImGuiDir dir, float scale)
|
||||
void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
@ -4758,7 +4753,7 @@ void ImGui::RenderTriangle(ImVec2 p_min, ImGuiDir dir, float scale)
|
||||
c = ImVec2(-0.500f,-0.866f) * r;
|
||||
break;
|
||||
case ImGuiDir_None:
|
||||
case ImGuiDir_Count_:
|
||||
case ImGuiDir_COUNT:
|
||||
IM_ASSERT(0);
|
||||
break;
|
||||
}
|
||||
@ -5657,8 +5652,8 @@ static ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window, const ImVec2& ref_p
|
||||
// Combo Box policy (we want a connecting edge)
|
||||
if (policy == ImGuiPopupPositionPolicy_ComboBox)
|
||||
{
|
||||
const ImGuiDir dir_prefered_order[ImGuiDir_Count_] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
|
||||
for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_Count_; n++)
|
||||
const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
|
||||
for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
|
||||
{
|
||||
const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
|
||||
if (n != -1 && dir == *last_dir) // Already tried this direction?
|
||||
@ -5676,8 +5671,8 @@ static ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window, const ImVec2& ref_p
|
||||
}
|
||||
|
||||
// Default popup policy
|
||||
const ImGuiDir dir_prefered_order[ImGuiDir_Count_] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
|
||||
for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_Count_; n++)
|
||||
const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
|
||||
for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
|
||||
{
|
||||
const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
|
||||
if (n != -1 && dir == *last_dir) // Already tried this direction?
|
||||
@ -6692,7 +6687,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
if (ButtonBehavior(bb, id, NULL, NULL))
|
||||
window->CollapseToggleWanted = true; // Defer collapsing to next frame as we are too far in the Begin() function
|
||||
RenderNavHighlight(bb, id);
|
||||
RenderTriangle(window->Pos + style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
|
||||
RenderArrow(window->Pos + style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
|
||||
}
|
||||
|
||||
// Close button
|
||||
@ -7210,8 +7205,8 @@ static const ImGuiStyleVarInfo GStyleVarInfo[] =
|
||||
|
||||
static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)
|
||||
{
|
||||
IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_Count_);
|
||||
IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_Count_);
|
||||
IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
|
||||
IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
|
||||
return &GStyleVarInfo[idx];
|
||||
}
|
||||
|
||||
@ -8283,6 +8278,32 @@ bool ImGui::SmallButton(const char* label)
|
||||
return pressed;
|
||||
}
|
||||
|
||||
bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return false;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
const ImGuiID id = window->GetID(str_id);
|
||||
float sz = ImGui::GetFrameHeight();
|
||||
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(sz, sz));
|
||||
ItemSize(bb);
|
||||
if (!ItemAdd(bb, id))
|
||||
return false;
|
||||
|
||||
bool hovered, held;
|
||||
bool pressed = ButtonBehavior(bb, id, &hovered, &held);
|
||||
|
||||
// Render
|
||||
const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
|
||||
RenderNavHighlight(bb, id);
|
||||
RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding);
|
||||
RenderArrow(bb.Min + g.Style.FramePadding, dir);
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
||||
// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.
|
||||
// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)
|
||||
bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg)
|
||||
@ -8356,7 +8377,7 @@ bool ImGui::ArrowButton(ImGuiID id, ImGuiDir dir, ImVec2 padding, ImGuiButtonFla
|
||||
const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
|
||||
RenderNavHighlight(bb, id);
|
||||
RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
|
||||
RenderTriangle(bb.Min + padding, dir, 1.0f);
|
||||
RenderArrow(bb.Min + padding, dir, 1.0f);
|
||||
|
||||
return pressed;
|
||||
}
|
||||
@ -8686,7 +8707,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
||||
// Framed type
|
||||
RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding);
|
||||
RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin);
|
||||
RenderTriangle(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);
|
||||
RenderArrow(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);
|
||||
if (g.LogEnabled)
|
||||
{
|
||||
// NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here.
|
||||
@ -8713,7 +8734,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
||||
if (flags & ImGuiTreeNodeFlags_Bullet)
|
||||
RenderBullet(frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y));
|
||||
else if (!(flags & ImGuiTreeNodeFlags_Leaf))
|
||||
RenderTriangle(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f);
|
||||
RenderArrow(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f);
|
||||
if (g.LogEnabled)
|
||||
LogRenderedText(&text_pos, ">");
|
||||
RenderText(text_pos, label, label_end, false);
|
||||
@ -9182,7 +9203,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
|
||||
const ImGuiStyle& style = g.Style;
|
||||
|
||||
// Draw frame
|
||||
const ImU32 frame_col = GetColorU32((g.ActiveId == id && g.ActiveIdSource == ImGuiInputSource_Nav) ? ImGuiCol_FrameBgActive : ImGuiCol_FrameBg);
|
||||
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
|
||||
RenderNavHighlight(frame_bb, id);
|
||||
RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);
|
||||
|
||||
@ -11193,16 +11214,19 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiCond backup_next_window_size_constraint = g.NextWindowData.SizeConstraintCond;
|
||||
g.NextWindowData.SizeConstraintCond = 0;
|
||||
|
||||
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return false;
|
||||
|
||||
IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together
|
||||
|
||||
const ImGuiStyle& style = g.Style;
|
||||
const ImGuiID id = window->GetID(label);
|
||||
const float w = CalcItemWidth();
|
||||
|
||||
const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight();
|
||||
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth();
|
||||
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
|
||||
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
|
||||
ItemSize(total_bb, style.FramePadding.y);
|
||||
@ -11213,13 +11237,18 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
|
||||
bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held);
|
||||
bool popup_open = IsPopupOpen(id);
|
||||
|
||||
const float arrow_size = GetFrameHeight();
|
||||
const ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f));
|
||||
const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
|
||||
RenderNavHighlight(frame_bb, id);
|
||||
RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
|
||||
RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32(popup_open || hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button), true, style.FrameRounding); // FIXME-ROUNDING
|
||||
RenderTriangle(ImVec2(frame_bb.Max.x - arrow_size + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down);
|
||||
if (preview_value != NULL)
|
||||
if (!(flags & ImGuiComboFlags_NoPreview))
|
||||
window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left);
|
||||
if (!(flags & ImGuiComboFlags_NoArrowButton))
|
||||
{
|
||||
window->DrawList->AddRectFilled(ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button), style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right);
|
||||
RenderArrow(ImVec2(frame_bb.Max.x - arrow_size + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down);
|
||||
}
|
||||
RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding);
|
||||
if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))
|
||||
RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, preview_value, NULL, NULL, ImVec2(0.0f,0.0f));
|
||||
if (label_size.x > 0)
|
||||
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
|
||||
@ -11770,7 +11799,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
|
||||
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
|
||||
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
|
||||
if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
|
||||
RenderTriangle(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right);
|
||||
RenderArrow(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right);
|
||||
if (!enabled) PopStyleColor();
|
||||
}
|
||||
|
||||
@ -12346,7 +12375,7 @@ static void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGui
|
||||
case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return;
|
||||
case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return;
|
||||
case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return;
|
||||
case ImGuiDir_None: case ImGuiDir_Count_: break; // Fix warnings
|
||||
case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
|
||||
}
|
||||
}
|
||||
|
||||
@ -13918,7 +13947,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
}
|
||||
if (ImGui::TreeNode("Internal state"))
|
||||
{
|
||||
const char* input_source_names[] = { "None", "Mouse", "Nav", "NavGamepad", "NavKeyboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_Count_);
|
||||
const char* input_source_names[] = { "None", "Mouse", "Nav", "NavGamepad", "NavKeyboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
|
||||
ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
|
||||
ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
|
||||
ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec)", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
|
||||
|
43
imgui.h
43
imgui.h
@ -76,12 +76,16 @@ struct ImGuiPayload; // User data payload for drag and drop opera
|
||||
struct ImGuiViewport; // Viewport (generally ~1 per window to output to at the OS level. Need per-platform support to use multiple viewports)
|
||||
struct ImGuiContext; // ImGui context (opaque)
|
||||
|
||||
// Typedefs and Enumerations (declared as int for compatibility and to not pollute the top of this file)
|
||||
#ifndef ImTextureID
|
||||
typedef void* ImTextureID; // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
|
||||
#endif
|
||||
|
||||
// Typedefs and Enumerations (declared as int for compatibility with old C++ and to not pollute the top of this file)
|
||||
typedef unsigned int ImU32; // 32-bit unsigned integer (typically used to store packed colors)
|
||||
typedef unsigned int ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
|
||||
typedef unsigned short ImWchar; // character for keyboard input/display
|
||||
typedef void* ImTextureID; // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
|
||||
typedef int ImGuiCol; // enum: a color identifier for styling // enum ImGuiCol_
|
||||
typedef int ImGuiDir; // enum: a cardinal direction // enum ImGuiDir_
|
||||
typedef int ImGuiCond; // enum: a condition for Set*() // enum ImGuiCond_
|
||||
typedef int ImGuiKey; // enum: a key identifier (ImGui-side enum) // enum ImGuiKey_
|
||||
typedef int ImGuiNavInput; // enum: an input identifier for navigation // enum ImGuiNavInput_
|
||||
@ -313,6 +317,7 @@ namespace ImGui
|
||||
// Widgets: Main
|
||||
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
|
||||
IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
|
||||
IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir);
|
||||
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
|
||||
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
|
||||
IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
|
||||
@ -641,6 +646,8 @@ enum ImGuiComboFlags_
|
||||
ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
|
||||
ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
|
||||
ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
|
||||
ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
|
||||
ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
|
||||
ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
|
||||
};
|
||||
|
||||
@ -687,6 +694,17 @@ enum ImGuiDragDropFlags_
|
||||
#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3] // Standard type for colors, without alpha. User code may use this type.
|
||||
#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4] // Standard type for colors. User code may use this type.
|
||||
|
||||
// A direction
|
||||
enum ImGuiDir_
|
||||
{
|
||||
ImGuiDir_None = -1,
|
||||
ImGuiDir_Left = 0,
|
||||
ImGuiDir_Right = 1,
|
||||
ImGuiDir_Up = 2,
|
||||
ImGuiDir_Down = 3,
|
||||
ImGuiDir_COUNT
|
||||
};
|
||||
|
||||
// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
|
||||
enum ImGuiKey_
|
||||
{
|
||||
@ -715,14 +733,14 @@ enum ImGuiKey_
|
||||
};
|
||||
|
||||
// [BETA] Gamepad/Keyboard directional navigation
|
||||
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_EnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
|
||||
// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_EnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
|
||||
// Read instructions in imgui.cpp for more details.
|
||||
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
|
||||
// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
|
||||
// Read instructions in imgui.cpp for more details. Download PNG/PSD at goo.gl/9LgVZW.
|
||||
enum ImGuiNavInput_
|
||||
{
|
||||
// Gamepad Mapping
|
||||
ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Circle (PS4), A (Xbox), B (Switch), Space (Keyboard)
|
||||
ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Cross (PS4), B (Xbox), A (Switch), Escape (Keyboard)
|
||||
ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Circle (PS4), A (Xbox), A (Switch), Space (Keyboard)
|
||||
ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Cross (PS4), B (Xbox), B (Switch), Escape (Keyboard)
|
||||
ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
|
||||
ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
|
||||
ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
|
||||
@ -854,11 +872,11 @@ enum ImGuiStyleVar_
|
||||
ImGuiStyleVar_GrabMinSize, // float GrabMinSize
|
||||
ImGuiStyleVar_GrabRounding, // float GrabRounding
|
||||
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
|
||||
ImGuiStyleVar_Count_
|
||||
ImGuiStyleVar_COUNT
|
||||
|
||||
// Obsolete names (will be removed)
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding
|
||||
, ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding
|
||||
#endif
|
||||
};
|
||||
|
||||
@ -903,7 +921,12 @@ enum ImGuiMouseCursor_
|
||||
ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
|
||||
ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
|
||||
ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
|
||||
ImGuiMouseCursor_Count_
|
||||
ImGuiMouseCursor_COUNT
|
||||
|
||||
// Obsolete names (will be removed)
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
, ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT
|
||||
#endif
|
||||
};
|
||||
|
||||
// Condition for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
|
||||
|
@ -300,6 +300,12 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
ImGui::PopID();
|
||||
}
|
||||
|
||||
// Arrow buttons
|
||||
float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
|
||||
if (ImGui::ArrowButton("##left", ImGuiDir_Left)) {}
|
||||
ImGui::SameLine(0.0f, spacing);
|
||||
if (ImGui::ArrowButton("##left", ImGuiDir_Right)) {}
|
||||
|
||||
ImGui::Text("Hover over me");
|
||||
if (ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip("I am a tooltip");
|
||||
@ -1988,12 +1994,12 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
if (ImGui::TreeNode("Mouse cursors"))
|
||||
{
|
||||
const char* mouse_cursors_names[] = { "Arrow", "TextInput", "Move", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE" };
|
||||
IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_Count_);
|
||||
IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);
|
||||
|
||||
ImGui::Text("Current mouse cursor = %d: %s", ImGui::GetMouseCursor(), mouse_cursors_names[ImGui::GetMouseCursor()]);
|
||||
ImGui::Text("Hover to see mouse cursors:");
|
||||
ImGui::SameLine(); ShowHelpMarker("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, otherwise your backend needs to handle it.");
|
||||
for (int i = 0; i < ImGuiMouseCursor_Count_; i++)
|
||||
for (int i = 0; i < ImGuiMouseCursor_COUNT; i++)
|
||||
{
|
||||
char label[32];
|
||||
sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]);
|
||||
@ -2212,10 +2218,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar);
|
||||
ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)sqrtf((float)font->MetricsTotalSurface), (int)sqrtf((float)font->MetricsTotalSurface));
|
||||
for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
|
||||
{
|
||||
ImFontConfig* cfg = &font->ConfigData[config_i];
|
||||
ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH);
|
||||
}
|
||||
if (ImFontConfig* cfg = &font->ConfigData[config_i])
|
||||
ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH);
|
||||
if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
|
||||
{
|
||||
// Display all glyphs of the fonts in separate pages of 256 characters
|
||||
|
@ -1349,7 +1349,7 @@ static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA
|
||||
" - XX XX - "
|
||||
};
|
||||
|
||||
static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_Count_][3] =
|
||||
static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] =
|
||||
{
|
||||
// Pos ........ Size ......... Offset ......
|
||||
{ ImVec2(0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
|
||||
@ -1622,7 +1622,7 @@ void ImFontAtlas::CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, I
|
||||
|
||||
bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2])
|
||||
{
|
||||
if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_Count_)
|
||||
if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT)
|
||||
return false;
|
||||
if (Flags & ImFontAtlasFlags_NoMouseCursors)
|
||||
return false;
|
||||
|
@ -83,6 +83,11 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#define IM_PI 3.14159265358979323846f
|
||||
#ifdef _WIN32
|
||||
#define IM_NEWLINE "\r\n" // Play it nice with Windows users (2018: Notepad _still_ doesn't display files properly when they use Unix-style carriage returns)
|
||||
#else
|
||||
#define IM_NEWLINE "\n"
|
||||
#endif
|
||||
|
||||
// Helpers: UTF-8 <> wchar
|
||||
IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count
|
||||
@ -257,16 +262,6 @@ enum ImGuiDataType
|
||||
ImGuiDataType_Float2
|
||||
};
|
||||
|
||||
enum ImGuiDir
|
||||
{
|
||||
ImGuiDir_None = -1,
|
||||
ImGuiDir_Left = 0,
|
||||
ImGuiDir_Right = 1,
|
||||
ImGuiDir_Up = 2,
|
||||
ImGuiDir_Down = 3,
|
||||
ImGuiDir_Count_
|
||||
};
|
||||
|
||||
enum ImGuiInputSource
|
||||
{
|
||||
ImGuiInputSource_None = 0,
|
||||
@ -274,7 +269,7 @@ enum ImGuiInputSource
|
||||
ImGuiInputSource_Nav,
|
||||
ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code
|
||||
ImGuiInputSource_NavGamepad, // "
|
||||
ImGuiInputSource_Count_,
|
||||
ImGuiInputSource_COUNT,
|
||||
};
|
||||
|
||||
// FIXME-NAV: Clarify/expose various repeat delay/rate
|
||||
@ -1159,7 +1154,7 @@ namespace ImGui
|
||||
IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
|
||||
IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);
|
||||
IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0);
|
||||
IMGUI_API void RenderTriangle(ImVec2 pos, ImGuiDir dir, float scale = 1.0f);
|
||||
IMGUI_API void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale = 1.0f);
|
||||
IMGUI_API void RenderBullet(ImVec2 pos);
|
||||
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz);
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IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight
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||||
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Loading…
Reference in New Issue
Block a user