Merge branch 'master' into docking

# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx10.h
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx11.h
#	examples/imgui_impl_dx9.cpp
#	examples/imgui_impl_dx9.h
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_opengl3.h
#	examples/imgui_impl_osx.h
#	examples/imgui_impl_osx.mm
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_internal.h
This commit is contained in:
omar
2019-05-29 16:20:26 +02:00
24 changed files with 358 additions and 127 deletions

View File

@ -263,7 +263,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver);
// Main body of the Demo window starts here.
if (!ImGui::Begin("ImGui Demo", p_open, window_flags))
if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags))
{
// Early out if the window is collapsed, as an optimization.
ImGui::End();
@ -401,6 +401,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad);
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors);
ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasSetMousePos);
ImGui::CheckboxFlags("io.BackendFlags: HasVtxOffset", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasVtxOffset);
ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", (unsigned int *)&backend_flags, ImGuiBackendFlags_PlatformHasViewports);
ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseHoveredViewport);
ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", (unsigned int *)&backend_flags, ImGuiBackendFlags_RendererHasViewports);
@ -1290,8 +1291,8 @@ static void ShowDemoWindowWidgets()
ImGui::Text("HSV encoded colors");
ImGui::SameLine(); HelpMarker("By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the added benefit that you can manipulate hue values with the picker even when saturation or value are zero.");
ImGui::Text("Color widget with InputHSV:");
ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
ImGui::DragFloat4("Raw HSV values", (float*)&color_stored_as_hsv, 0.01f, 0.0f, 1.0f);
ImGui::TreePop();
@ -2630,7 +2631,7 @@ static void ShowDemoWindowColumns()
ImGui::NextColumn();
if (open1)
{
for (int y = 0; y < 5; y++)
for (int y = 0; y < 3; y++)
{
bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y);
ImGui::NextColumn();
@ -2938,6 +2939,7 @@ void ImGui::ShowAboutWindow(bool* p_open)
if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad");
if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors");
if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos");
if (io.BackendFlags & ImGuiBackendFlags_HasVtxOffset) ImGui::Text(" HasVtxOffset");
if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports");
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport");
if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports");