Version 1.89.9 WIP

+ Minor typo fixes
This commit is contained in:
ocornut 2023-08-03 19:16:39 +02:00
parent f7eea63872
commit d6d94d90bf
9 changed files with 29 additions and 20 deletions

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@ -63,7 +63,7 @@ List of Platforms Backends:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends)
imgui_impl_sdl2.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
imgui_impl_sdl3.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org (*EXPERIMENTAL*)
imgui_impl_sdl3.cpp ; SDL3 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org (*EXPERIMENTAL UNTIL SDL3 IS RELEASED*)
imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!)

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@ -36,6 +36,15 @@ HOW TO UPDATE?
- Please report any issue!
-----------------------------------------------------------------------
VERSION 1.89.9 WIP (In Progress)
-----------------------------------------------------------------------
Breaking changes:
Other changes:
-----------------------------------------------------------------------
VERSION 1.89.8 (Released 2023-08-01)
-----------------------------------------------------------------------

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@ -1,4 +1,4 @@
// dear imgui, v1.89.8
// dear imgui, v1.89.9 WIP
// (main code and documentation)
// Help:
@ -4048,7 +4048,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
return false;
// Test if using AllowOverlap and overlapped
if ((g.LastItemData.InFlags & ImGuiItemflags_AllowOverlap) && id != 0)
if ((g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap) && id != 0)
if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0)
if (g.HoveredIdPreviousFrame != g.LastItemData.ID)
return false;
@ -4116,7 +4116,7 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag
// AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match.
// This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test.
if (item_flags & ImGuiItemflags_AllowOverlap)
if (item_flags & ImGuiItemFlags_AllowOverlap)
{
g.HoveredIdAllowOverlap = true;
if (g.HoveredIdPreviousFrame != id)
@ -5320,7 +5320,7 @@ bool ImGui::IsItemEdited()
void ImGui::SetNextItemAllowOverlap()
{
ImGuiContext& g = *GImGui;
g.NextItemData.ItemFlags |= ImGuiItemflags_AllowOverlap;
g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap;
}
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS

10
imgui.h
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@ -1,4 +1,4 @@
// dear imgui, v1.89.8
// dear imgui, v1.89.9 WIP
// (headers)
// Help:
@ -25,8 +25,8 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.89.8"
#define IMGUI_VERSION_NUM 18980
#define IMGUI_VERSION "1.89.9 WIP"
#define IMGUI_VERSION_NUM 18981
#define IMGUI_HAS_TABLE
/*
@ -356,8 +356,8 @@ namespace ImGui
IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
IMGUI_API ImVec2 GetWindowSize(); // get current window size
IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (note: it is unlikely you need to use this. Consider using current layout pos instead, GetScreenCursorPos())
IMGUI_API ImVec2 GetWindowSize(); // get current window size (note: it is unlikely you need to use this. Consider using GetScreenCursorPos() and e.g. GetContentRegionAvail() instead)
IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)

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@ -1,4 +1,4 @@
// dear imgui, v1.89.8
// dear imgui, v1.89.9 WIP
// (demo code)
// Help:

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@ -1,4 +1,4 @@
// dear imgui, v1.89.8
// dear imgui, v1.89.9 WIP
// (drawing and font code)
/*

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@ -1,4 +1,4 @@
// dear imgui, v1.89.8
// dear imgui, v1.89.9 WIP
// (internal structures/api)
// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
@ -800,7 +800,7 @@ enum ImGuiItemFlags_
ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
ImGuiItemFlags_NoWindowHoverableCheck = 1 << 8, // false // Disable hoverable check in ItemHoverable()
ImGuiItemflags_AllowOverlap = 1 << 9, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame.
ImGuiItemFlags_AllowOverlap = 1 << 9, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame.
// Controlled by widget code
ImGuiItemFlags_Inputable = 1 << 10, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
@ -1178,7 +1178,7 @@ enum ImGuiNextItemDataFlags_
struct ImGuiNextItemData
{
ImGuiNextItemDataFlags Flags;
ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemflags_AllowOverlap.
ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap.
float Width; // Set by SetNextItemWidth()
ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging)
ImGuiCond OpenCond;

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@ -1,4 +1,4 @@
// dear imgui, v1.89.8
// dear imgui, v1.89.9 WIP
// (tables and columns code)
/*

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@ -1,4 +1,4 @@
// dear imgui, v1.89.8
// dear imgui, v1.89.9 WIP
// (widgets code)
/*
@ -492,7 +492,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
// Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that.
ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags);
if (flags & ImGuiButtonFlags_AllowOverlap)
item_flags |= ImGuiItemflags_AllowOverlap;
item_flags |= ImGuiItemFlags_AllowOverlap;
if (flags & ImGuiButtonFlags_Repeat)
item_flags |= ImGuiItemFlags_ButtonRepeat;
@ -6176,7 +6176,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
}
ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None;
if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemflags_AllowOverlap))
if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap))
button_flags |= ImGuiButtonFlags_AllowOverlap;
if (!is_leaf)
button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
@ -6506,7 +6506,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; }
if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; }
if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; }
if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemflags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; }
if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; }
const bool was_selected = selected;
bool hovered, held;