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:
omar 2018-03-03 23:13:31 +01:00
commit c4a158656e
9 changed files with 156 additions and 79 deletions

View File

@ -55,6 +55,7 @@ Breaking Changes:
- removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. - 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. - 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. - 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 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). - Obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
- Renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. - 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: 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: 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. - 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: 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) - 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) - Style: Enable window border by default. (#707)
@ -112,6 +114,10 @@ Other Changes:
- Drag and Drop: Increased payload type string to 12 characters instead of 8. (#143) - 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) - 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) - 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.
- 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.
- PlotLines: plot a flat line if scale_min==scale_max. (#1621) - PlotLines: plot a flat line if scale_min==scale_max. (#1621)
- ImFontAtlas: Handle stb_truetype stbtt_InitFont() and stbtt_PackBegin() possible failures more gracefully, GetTexDataAsRGBA32() won't crash during conversion. (#1527) - ImFontAtlas: Handle stb_truetype stbtt_InitFont() and stbtt_PackBegin() possible failures more gracefully, GetTexDataAsRGBA32() won't crash during conversion. (#1527)
- 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) - 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)
@ -126,6 +132,8 @@ Other Changes:
- Misc: Added misc/natvis/imgui.natvis for visual studio debugger users to easily visualizer imgui internal types. Added to examples projects. - 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: 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: Updated stb_rect_pack from 0.10 to 0.11 (minor changes).
- Misc: Added ImGuiConfigFlags_IsSRGB and ImGuiConfigFlags_IsTouchScreen user flags (for io.ConfigFlags).
(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) - Fonts: Updated stb_truetype from 1.14 to stb_truetype 1.19. (w/ include fix from some platforms #1622)
- Fonts: Added optional FreeType rasterizer in misc/freetype. Moved from imgui_club repo. (#618) [@Vuhdo, @mikesart, @ocornut] - Fonts: Added optional FreeType rasterizer in misc/freetype. Moved from imgui_club repo. (#618) [@Vuhdo, @mikesart, @ocornut]
- Fonts: Moved extra_fonts/ to misc/fonts/. - Fonts: Moved extra_fonts/ to misc/fonts/.

View File

@ -15,8 +15,9 @@
#CXX = clang++ #CXX = clang++
EXE = opengl2_example EXE = opengl2_example
OBJS = main.o imgui_impl_glfw_gl2.o SOURCES = main.cpp imgui_impl_glfw_gl2.cpp
OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)
@ -51,15 +52,18 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
endif endif
.cpp.o: %.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $< $(CXX) $(CXXFLAGS) -c -o $@ $<
all: $(EXE) all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE) @echo Build complete for $(ECHO_MESSAGE)
$(EXE): $(OBJS) $(EXE): $(OBJS)
$(CXX) -o $(EXE) $(OBJS) $(CXXFLAGS) $(LIBS) $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
clean: clean:
rm $(EXE) $(OBJS) rm -f $(EXE) $(OBJS)

View File

@ -15,9 +15,10 @@
#CXX = clang++ #CXX = clang++
EXE = opengl3_example EXE = opengl3_example
OBJS = main.o imgui_impl_glfw_gl3.o SOURCES = main.cpp imgui_impl_glfw_gl3.cpp
OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
OBJS += ../libs/gl3w/GL/gl3w.o SOURCES += ../libs/gl3w/GL/gl3w.c
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)
@ -52,14 +53,20 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
endif endif
.cpp.o: %.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $< $(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../libs/gl3w/GL/%.c
$(CC) $(CFLAGS) -c -o $@ $<
all: $(EXE) all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE) @echo Build complete for $(ECHO_MESSAGE)
$(EXE): $(OBJS) $(EXE): $(OBJS)
$(CXX) -o $(EXE) $(OBJS) $(CXXFLAGS) $(LIBS) $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
clean: clean:
rm $(EXE) $(OBJS) rm -f $(EXE) $(OBJS)

View File

@ -15,9 +15,10 @@
#CXX = clang++ #CXX = clang++
EXE = sdl_opengl3_example EXE = sdl_opengl3_example
OBJS = main.o imgui_impl_sdl_gl3.o SOURCES = main.cpp imgui_impl_sdl_gl3.cpp
OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
OBJS += ../libs/gl3w/GL/gl3w.o SOURCES += ../libs/gl3w/GL/gl3w.c
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)
@ -50,14 +51,20 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
endif endif
.cpp.o: %.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $< $(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../libs/gl3w/GL/%.c
$(CC) $(CFLAGS) -c -o $@ $<
all: $(EXE) all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE) @echo Build complete for $(ECHO_MESSAGE)
$(EXE): $(OBJS) $(EXE): $(OBJS)
$(CXX) -o $(EXE) $(OBJS) $(CXXFLAGS) $(LIBS) $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
clean: clean:
rm $(EXE) $(OBJS) rm -f $(EXE) $(OBJS)

View File

@ -77,7 +77,7 @@
- ESCAPE to revert text to its original value. - 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!) - 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. - 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 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. 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. - 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.). 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. - 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. Please reach out if you think the game vs navigation input sharing could be improved.
- Mouse: - Mouse:
@ -250,6 +251,7 @@
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. 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. 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) - 2018/02/27 (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. - 2018/02/16 (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.
@ -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_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 #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 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
{ {
ImVec2 ap = p - a; 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 // 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; ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow; 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; c = ImVec2(-0.500f,-0.866f) * r;
break; break;
case ImGuiDir_None: case ImGuiDir_None:
case ImGuiDir_Count_: case ImGuiDir_COUNT:
IM_ASSERT(0); IM_ASSERT(0);
break; break;
} }
@ -5657,8 +5652,8 @@ static ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window, const ImVec2& ref_p
// Combo Box policy (we want a connecting edge) // Combo Box policy (we want a connecting edge)
if (policy == ImGuiPopupPositionPolicy_ComboBox) if (policy == ImGuiPopupPositionPolicy_ComboBox)
{ {
const ImGuiDir dir_prefered_order[ImGuiDir_Count_] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; 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++) for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
{ {
const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
if (n != -1 && dir == *last_dir) // Already tried this direction? 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 // Default popup policy
const ImGuiDir dir_prefered_order[ImGuiDir_Count_] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; 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++) for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
{ {
const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
if (n != -1 && dir == *last_dir) // Already tried this direction? 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)) if (ButtonBehavior(bb, id, NULL, NULL))
window->CollapseToggleWanted = true; // Defer collapsing to next frame as we are too far in the Begin() function window->CollapseToggleWanted = true; // Defer collapsing to next frame as we are too far in the Begin() function
RenderNavHighlight(bb, id); 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 // Close button
@ -7210,8 +7205,8 @@ static const ImGuiStyleVarInfo GStyleVarInfo[] =
static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx) static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)
{ {
IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_Count_); IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_Count_); IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
return &GStyleVarInfo[idx]; return &GStyleVarInfo[idx];
} }
@ -8283,6 +8278,32 @@ bool ImGui::SmallButton(const char* label)
return pressed; 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. // 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) // 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) 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); const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
RenderNavHighlight(bb, id); RenderNavHighlight(bb, id);
RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); 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; return pressed;
} }
@ -8686,7 +8707,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
// Framed type // Framed type
RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding); RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding);
RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin); 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) 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. // 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) if (flags & ImGuiTreeNodeFlags_Bullet)
RenderBullet(frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y)); RenderBullet(frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y));
else if (!(flags & ImGuiTreeNodeFlags_Leaf)) 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) if (g.LogEnabled)
LogRenderedText(&text_pos, ">"); LogRenderedText(&text_pos, ">");
RenderText(text_pos, label, label_end, false); 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; const ImGuiStyle& style = g.Style;
// Draw frame // 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); RenderNavHighlight(frame_bb, id);
RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);
@ -11198,11 +11219,14 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
if (window->SkipItems) if (window->SkipItems)
return false; 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 ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label); 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 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 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)); 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); 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 pressed = ButtonBehavior(frame_bb, id, &hovered, &held);
bool popup_open = IsPopupOpen(id); 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 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); RenderNavHighlight(frame_bb, id);
RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); if (!(flags & ImGuiComboFlags_NoPreview))
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 window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left);
RenderTriangle(ImVec2(frame_bb.Max.x - arrow_size + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down); if (!(flags & ImGuiComboFlags_NoArrowButton))
if (preview_value != NULL) {
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)); RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, preview_value, NULL, NULL, ImVec2(0.0f,0.0f));
if (label_size.x > 0) if (label_size.x > 0)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); 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); 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)); 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]); 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(); 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_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_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_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")) 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("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->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 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
View File

@ -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 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) 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 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 int ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
typedef unsigned short ImWchar; // character for keyboard input/display 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 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 ImGuiCond; // enum: a condition for Set*() // enum ImGuiCond_
typedef int ImGuiKey; // enum: a key identifier (ImGui-side enum) // enum ImGuiKey_ typedef int ImGuiKey; // enum: a key identifier (ImGui-side enum) // enum ImGuiKey_
typedef int ImGuiNavInput; // enum: an input identifier for navigation // enum ImGuiNavInput_ typedef int ImGuiNavInput; // enum: an input identifier for navigation // enum ImGuiNavInput_
@ -313,6 +317,7 @@ namespace ImGui
// Widgets: Main // Widgets: Main
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button 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 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 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 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 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_HeightRegular = 1 << 2, // Max ~8 items visible (default)
ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible 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 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_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. #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 // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
enum ImGuiKey_ enum ImGuiKey_
{ {
@ -715,14 +733,14 @@ enum ImGuiKey_
}; };
// [BETA] Gamepad/Keyboard directional navigation // [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. // 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_EnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). // 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. // Read instructions in imgui.cpp for more details. Download PNG/PSD at goo.gl/9LgVZW.
enum ImGuiNavInput_ enum ImGuiNavInput_
{ {
// Gamepad Mapping // Gamepad Mapping
ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Circle (PS4), A (Xbox), B (Switch), Space (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), A (Switch), Escape (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_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_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) 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_GrabMinSize, // float GrabMinSize
ImGuiStyleVar_GrabRounding, // float GrabRounding ImGuiStyleVar_GrabRounding, // float GrabRounding
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
ImGuiStyleVar_Count_ ImGuiStyleVar_COUNT
// Obsolete names (will be removed) // Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding
#endif #endif
}; };
@ -903,7 +921,12 @@ enum ImGuiMouseCursor_
ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window 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_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 // Condition for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions

View File

@ -300,6 +300,12 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::PopID(); 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"); ImGui::Text("Hover over me");
if (ImGui::IsItemHovered()) if (ImGui::IsItemHovered())
ImGui::SetTooltip("I am a tooltip"); ImGui::SetTooltip("I am a tooltip");
@ -1988,12 +1994,12 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (ImGui::TreeNode("Mouse cursors")) if (ImGui::TreeNode("Mouse cursors"))
{ {
const char* mouse_cursors_names[] = { "Arrow", "TextInput", "Move", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE" }; 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("Current mouse cursor = %d: %s", ImGui::GetMouseCursor(), mouse_cursors_names[ImGui::GetMouseCursor()]);
ImGui::Text("Hover to see mouse cursors:"); 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."); 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]; char label[32];
sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]); 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("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)); 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++) for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
{ if (ImFontConfig* cfg = &font->ConfigData[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);
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)) if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
{ {
// Display all glyphs of the fonts in separate pages of 256 characters // Display all glyphs of the fonts in separate pages of 256 characters

View File

@ -1349,7 +1349,7 @@ static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA
" - XX XX - " " - 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 ...... // Pos ........ Size ......... Offset ......
{ ImVec2(0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow { 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]) 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; return false;
if (Flags & ImFontAtlasFlags_NoMouseCursors) if (Flags & ImFontAtlasFlags_NoMouseCursors)
return false; return false;

View File

@ -83,6 +83,11 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
#define IM_PI 3.14159265358979323846f #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 // 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 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 ImGuiDataType_Float2
}; };
enum ImGuiDir
{
ImGuiDir_None = -1,
ImGuiDir_Left = 0,
ImGuiDir_Right = 1,
ImGuiDir_Up = 2,
ImGuiDir_Down = 3,
ImGuiDir_Count_
};
enum ImGuiInputSource enum ImGuiInputSource
{ {
ImGuiInputSource_None = 0, ImGuiInputSource_None = 0,
@ -274,7 +269,7 @@ enum ImGuiInputSource
ImGuiInputSource_Nav, ImGuiInputSource_Nav,
ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code
ImGuiInputSource_NavGamepad, // " ImGuiInputSource_NavGamepad, // "
ImGuiInputSource_Count_, ImGuiInputSource_COUNT,
}; };
// FIXME-NAV: Clarify/expose various repeat delay/rate // 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 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 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 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 RenderBullet(ImVec2 pos);
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz); IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz);
IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight