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Demo tweaks. Comments. Compacting the rarely used AutoFitXXX fields in ImGuiWindowTempData.
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@ -169,6 +169,7 @@ Other Changes:
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- Demo: Log, Console: Using a simpler stateless pattern for auto-scrolling.
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- Demo: Widgets: Showing how to use the format parameter of Slider/Drag functions to display the name
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of an enum value instead of the underlying integer value.
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- Demo: Renamed the "Help" menu to "Tools" (more accurate).
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- Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer.
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- Backends: DX11: Clear Hull Shader, Domain Shader, Compute Shader before rendering. Not backing/restoring them.
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- Backends: OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71),
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@ -2704,8 +2704,8 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
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BeginOrderWithinContext = -1;
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PopupId = 0;
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AutoFitFramesX = AutoFitFramesY = -1;
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AutoFitOnlyGrows = false;
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AutoFitChildAxises = 0x00;
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AutoFitOnlyGrows = false;
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AutoPosLastDirection = ImGuiDir_None;
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HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0;
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SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
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@ -4729,7 +4729,7 @@ static bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size
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ImGuiWindow* child_window = g.CurrentWindow;
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child_window->ChildId = id;
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child_window->AutoFitChildAxises = auto_fit_axises;
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child_window->AutoFitChildAxises = (ImS8)auto_fit_axises;
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// Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
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// While this is not really documented/defined, it seems that the expected thing to do.
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@ -106,8 +106,6 @@ Index of this file:
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#define IM_NEWLINE "\n"
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#endif
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#define IM_MAX(_A,_B) (((_A) >= (_B)) ? (_A) : (_B))
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//-----------------------------------------------------------------------------
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// [SECTION] Forward Declarations, Helpers
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//-----------------------------------------------------------------------------
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@ -153,7 +151,10 @@ void ImGui::ShowUserGuide()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui::BulletText("Double-click on title bar to collapse window.");
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ImGui::BulletText("Click and drag on lower right corner to resize window\n(double-click to auto fit window to its contents).");
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ImGui::BulletText("Click and drag on lower corner to resize window\n(double-click to auto fit window to its contents).");
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if (io.ConfigWindowsMoveFromTitleBarOnly)
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ImGui::BulletText("Click and drag on title bar to move window.");
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else
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ImGui::BulletText("Click and drag on any empty space to move window.");
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ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
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ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text.");
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@ -175,6 +176,12 @@ void ImGui::ShowUserGuide()
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//-----------------------------------------------------------------------------
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// [SECTION] Demo Window / ShowDemoWindow()
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//-----------------------------------------------------------------------------
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// - ShowDemoWindowWidgets()
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// - ShowDemoWindowLayout()
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// - ShowDemoWindowPopups()
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// - ShowDemoWindowColumns()
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// - ShowDemoWindowMisc()
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//-----------------------------------------------------------------------------
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// We split the contents of the big ShowDemoWindow() function into smaller functions (because the link time of very large functions grow non-linearly)
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static void ShowDemoWindowWidgets();
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@ -216,7 +223,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles);
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if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering);
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// Dear ImGui Apps (accessible from the "Help" menu)
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// Dear ImGui Apps (accessible from the "Tools" menu)
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static bool show_app_metrics = false;
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static bool show_app_style_editor = false;
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static bool show_app_about = false;
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@ -289,7 +296,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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ImGui::MenuItem("Documents", NULL, &show_app_documents);
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ImGui::EndMenu();
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}
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if (ImGui::BeginMenu("Help"))
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if (ImGui::BeginMenu("Tools"))
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{
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ImGui::MenuItem("Metrics", NULL, &show_app_metrics);
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ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor);
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@ -307,7 +314,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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ImGui::Text("PROGRAMMER GUIDE:");
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ImGui::BulletText("Please see the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!");
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ImGui::BulletText("Please see the comments in imgui.cpp.");
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ImGui::BulletText("Please see the examples/ in application.");
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ImGui::BulletText("Please see the examples/ application.");
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ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.");
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ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.");
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ImGui::Separator();
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@ -1495,6 +1502,8 @@ static void ShowDemoWindowWidgets()
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// They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F to allow your own widgets
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// to use colors in their drag and drop interaction. Also see the demo in Color Picker -> Palette demo.
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ImGui::BulletText("Drag and drop in standard widgets");
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ImGui::SameLine();
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HelpMarker("You can drag from the colored squares.");
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ImGui::Indent();
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static float col1[3] = { 1.0f,0.0f,0.2f };
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static float col2[4] = { 0.4f,0.7f,0.0f,0.5f };
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@ -1567,16 +1576,15 @@ static void ShowDemoWindowWidgets()
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if (ImGui::TreeNode("Querying Status (Active/Focused/Hovered etc.)"))
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{
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// Display the value of IsItemHovered() and other common item state functions. Note that the flags can be combined.
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// (because BulletText is an item itself and that would affect the output of IsItemHovered() we pass all state in a single call to simplify the code).
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// Submit an item (various types available) so we can query their status in the following block.
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static int item_type = 1;
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static bool b = false;
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static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
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static char str[16] = {};
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ImGui::Combo("Item Type", &item_type, "Text\0Button\0Button (w/ repeat)\0Checkbox\0SliderFloat\0InputText\0InputFloat\0InputFloat3\0ColorEdit4\0MenuItem\0TreeNode (w/ double-click)\0ListBox\0");
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ImGui::SameLine();
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HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions.");
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bool ret = false;
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static bool b = false;
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static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
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static char str[16] = {};
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if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction
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if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button
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if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater)
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@ -1589,6 +1597,11 @@ static void ShowDemoWindowWidgets()
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if (item_type == 9) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)
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if (item_type == 10){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.
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if (item_type == 11){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
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// Display the value of IsItemHovered() and other common item state functions.
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// Note that the ImGuiHoveredFlags_XXX flags can be combined.
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// Because BulletText is an item itself and that would affect the output of IsItemXXX functions,
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// we query every state in a single call to avoid storing them and to simplify the code
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ImGui::BulletText(
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"Return value = %d\n"
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"IsItemFocused() = %d\n"
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@ -1631,7 +1644,8 @@ static void ShowDemoWindowWidgets()
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if (embed_all_inside_a_child_window)
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ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20), true);
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// Testing IsWindowFocused() function with its various flags. Note that the flags can be combined.
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// Testing IsWindowFocused() function with its various flags.
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// Note that the ImGuiFocusedFlags_XXX flags can be combined.
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ImGui::BulletText(
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"IsWindowFocused() = %d\n"
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"IsWindowFocused(_ChildWindows) = %d\n"
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@ -1644,7 +1658,8 @@ static void ShowDemoWindowWidgets()
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ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow),
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ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow));
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// Testing IsWindowHovered() function with its various flags. Note that the flags can be combined.
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// Testing IsWindowHovered() function with its various flags.
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// Note that the ImGuiHoveredFlags_XXX flags can be combined.
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ImGui::BulletText(
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"IsWindowHovered() = %d\n"
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"IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n"
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@ -2798,6 +2813,8 @@ static void ShowDemoWindowMisc()
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{
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if (ImGui::CollapsingHeader("Filtering"))
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{
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// Helper class to easy setup a text filter.
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// You may want to implement a more feature-full filtering scheme in your own application.
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static ImGuiTextFilter filter;
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ImGui::Text("Filter usage:\n"
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" \"\" display all lines\n"
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@ -2815,12 +2832,14 @@ static void ShowDemoWindowMisc()
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{
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ImGuiIO& io = ImGui::GetIO();
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// Display ImGuiIO output flags
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ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse);
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ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
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ImGui::Text("WantTextInput: %d", io.WantTextInput);
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ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos);
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ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible);
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// Display Keyboard/Mouse state
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if (ImGui::TreeNode("Keyboard, Mouse & Navigation State"))
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{
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if (ImGui::IsMousePosValid())
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@ -2953,7 +2972,7 @@ static void ShowDemoWindowMisc()
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//-----------------------------------------------------------------------------
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// [SECTION] About Window / ShowAboutWindow()
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// Access from Dear ImGui Demo -> Help -> About
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// Access from Dear ImGui Demo -> Tools -> About
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//-----------------------------------------------------------------------------
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void ImGui::ShowAboutWindow(bool* p_open)
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@ -2965,7 +2984,7 @@ void ImGui::ShowAboutWindow(bool* p_open)
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}
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ImGui::Text("Dear ImGui %s", ImGui::GetVersion());
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ImGui::Separator();
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ImGui::Text("By Omar Cornut and all dear imgui contributors.");
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ImGui::Text("By Omar Cornut and all Dear ImGui contributors.");
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ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information.");
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static bool show_config_info = false;
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@ -3085,6 +3104,10 @@ void ImGui::ShowAboutWindow(bool* p_open)
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//-----------------------------------------------------------------------------
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// [SECTION] Style Editor / ShowStyleEditor()
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//-----------------------------------------------------------------------------
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// - ShowStyleSelector()
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// - ShowFontSelector()
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// - ShowStyleEditor()
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//-----------------------------------------------------------------------------
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// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options.
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// Here we use the simplified Combo() api that packs items into a single literal string. Useful for quick combo boxes where the choices are known locally.
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@ -3379,6 +3402,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
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//-----------------------------------------------------------------------------
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// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
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//-----------------------------------------------------------------------------
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// - ShowExampleAppMainMenuBar()
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// - ShowExampleMenuFile()
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//-----------------------------------------------------------------------------
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// Demonstrate creating a "main" fullscreen menu bar and populating it.
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// Note the difference between BeginMainMenuBar() and BeginMenuBar():
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@ -4174,7 +4200,7 @@ static void ShowExampleAppConstrainedResize(bool* p_open)
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{
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struct CustomConstraints // Helper functions to demonstrate programmatic constraints
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{
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static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize = ImVec2(IM_MAX(data->DesiredSize.x, data->DesiredSize.y), IM_MAX(data->DesiredSize.x, data->DesiredSize.y)); }
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static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = (data->DesiredSize.x > data->DesiredSize.y ? data->DesiredSize.x : data->DesiredSize.y); }
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static void Step(ImGuiSizeCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); }
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};
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@ -1199,20 +1199,20 @@ struct ImGuiContext
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// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered.
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struct IMGUI_API ImGuiWindowTempData
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{
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ImVec2 CursorPos;
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ImVec2 CursorPos; // Current emitting position, in absolute coordinates.
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ImVec2 CursorPosPrevLine;
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ImVec2 CursorStartPos; // Initial position in client area with padding
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ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding.
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ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Used to calculate window->ContentSize at the beginning of next frame
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ImVec2 CurrLineSize;
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ImVec2 PrevLineSize;
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float CurrLineTextBaseOffset;
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float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added).
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float PrevLineTextBaseOffset;
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int TreeDepth;
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int TreeDepth; // Current tree depth.
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ImU32 TreeMayJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
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ImGuiID LastItemId;
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ImGuiItemStatusFlags LastItemStatusFlags;
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ImRect LastItemRect; // Interaction rect
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ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect)
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ImGuiID LastItemId; // ID for last item
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ImGuiItemStatusFlags LastItemStatusFlags; // Status flags for last item (see ImGuiItemStatusFlags_)
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ImRect LastItemRect; // Interaction rect for last item
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ImRect LastItemDisplayRect; // End-user display rect for last item (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect)
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ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
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int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping.
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int NavLayerActiveMask; // Which layer have been written to (result from previous frame)
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@ -1222,7 +1222,7 @@ struct IMGUI_API ImGuiWindowTempData
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bool MenuBarAppending; // FIXME: Remove this
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ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
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ImVector<ImGuiWindow*> ChildWindows;
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ImGuiStorage* StateStorage;
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ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state)
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ImGuiLayoutType LayoutType;
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ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
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int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
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@ -1287,9 +1287,9 @@ struct IMGUI_API ImGuiWindow
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ImVec2 SizeFull; // Size when non collapsed
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ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding.
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ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize().
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ImVec2 WindowPadding; // Window padding at the time of begin.
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float WindowRounding; // Window rounding at the time of begin.
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float WindowBorderSize; // Window border size at the time of begin.
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ImVec2 WindowPadding; // Window padding at the time of Begin().
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float WindowRounding; // Window rounding at the time of Begin().
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float WindowBorderSize; // Window border size at the time of Begin().
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int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)!
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ImGuiID MoveId; // == window->GetID("#MOVE")
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ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window)
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@ -1298,7 +1298,7 @@ struct IMGUI_API ImGuiWindow
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ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
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ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
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ImVec2 ScrollbarSizes; // Size taken by scrollbars on each axis
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bool ScrollbarX, ScrollbarY;
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bool ScrollbarX, ScrollbarY; // Are scrollbars visible?
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bool Active; // Set to true on Begin(), unless Collapsed
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bool WasActive;
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bool WriteAccessed; // Set to true when any widget access the current window
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@ -1313,9 +1313,9 @@ struct IMGUI_API ImGuiWindow
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short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
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short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
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ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
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int AutoFitFramesX, AutoFitFramesY;
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ImS8 AutoFitFramesX, AutoFitFramesY;
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ImS8 AutoFitChildAxises;
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bool AutoFitOnlyGrows;
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int AutoFitChildAxises;
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ImGuiDir AutoPosLastDirection;
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int HiddenFramesCanSkipItems; // Hide the window for N frames
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int HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size
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@ -1338,7 +1338,7 @@ struct IMGUI_API ImGuiWindow
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ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on.
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int LastFrameActive; // Last frame number the window was Active.
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float LastTimeActive;
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float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there)
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float ItemWidthDefault;
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ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items
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ImGuiStorage StateStorage;
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