mirror of
https://github.com/Drezil/imgui.git
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Merge branch 'master' into docking
# Conflicts: # imgui_demo.cpp
This commit is contained in:
commit
dc8c3618e8
@ -123,9 +123,13 @@ Other Changes:
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- Added IsMouseTripleClicked() function. Tracking multi-click count in IO structure. (#3229) [@kudaba]
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- Modals: fixed issue hovering popups inside a child inside a modal. (#4676, #4527)
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- Fixed IsWindowFocused()/IsWindowHovered() issues with childs inside popups. (#4676)
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- Nav: Ctrl+tabbing to cycle through windows is now enabled regardless of using the _NavEnableKeyboard
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configuration flag. This is part of an effort to generalize the use of keyboard inputs. (#4023, #787).
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Note that while this is active you can also moving windows (with arrow) and resize (shift+arrows).
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- Nav: tabbing now cycles through clipped items and scroll accordingly. (#4449)
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- Nav: pressing PageUp/PageDown/Home/End when in Menu layer automatically moves back to Main layer.
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- Nav: fixed resizing window from borders setting navigation to Menu layer.
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- Nav: prevent child from clipping items when using _NavFlattened and parent has a pending request.
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- Nav: pressing Esc to exit a child window reactivates the Nav highlight if it was disabled by mouse.
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- Nav: with ImGuiConfigFlags_NavEnableSetMousePos enabled: Fixed absolute mouse position when using
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Home/End leads to scrolling. Fixed not setting mouse position when a failed move request (e.g. when
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@ -136,9 +140,11 @@ Other Changes:
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- Clipper: currently focused item is automatically included in clipper range.
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Fixes issue where e.g. drag and dropping an item and scrolling ensure the item source location is
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still submitted. (#3841, #1725) [@GamingMinds-DanielC, @ocornut]
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- Cliooer: added ForceDisplayRangeByIndices() to force a given item (or several) to be stepped out
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during a clipping operation. (#3841) [@@GamingMinds-DanielC]
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- Clipper: rework so gamepad/keyboard navigation doesn't create spikes in number of items requested
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by the clipper to display. (#3841)
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- Clipper: Fixed content height declaration slightly mismatching the value of when not using a clipper.
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- Clipper: fixed content height declaration slightly mismatching the value of when not using a clipper.
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(an additional ItemSpacing.y was declared, affecting scrollbar range).
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- Backends: Vulkan: Call vkCmdSetScissor() at the end of render with a full-viewport to reduce
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likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling
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@ -204,10 +204,10 @@ Ongoing Dear ImGui development is currently financially supported by users and p
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- [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse), [Ubisoft](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui)
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*Chocolate sponsors*
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- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Adobe](https://www.adobe.com/products/medium.html), [Aras Pranckevičius](https://aras-p.info), [Arkane Studios](https://www.arkane-studios.com), [Epic](https://www.unrealengine.com/en-US/megagrants), [RAD Game Tools](http://www.radgametools.com/)
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- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Adobe](https://www.adobe.com/products/medium.html), [Aras Pranckevičius](https://aras-p.info), [Arkane Studios](https://www.arkane-studios.com), [Epic](https://www.unrealengine.com/en-US/megagrants), [RAD Game Tools](http://www.radgametools.com/), [Supercell](https://supercell.com)
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*Salty-caramel sponsors*
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- [Framefield](http://framefield.com), [Grinding Gear Games](https://www.grindinggear.com), [Kylotonn](https://www.kylotonn.com), [Next Level Games](https://www.nextlevelgames.com), [O-Net Communications (USA)](http://en.o-netcom.com), [Supercell](https://supercell.com).
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- [Framefield](http://framefield.com), [Grinding Gear Games](https://www.grindinggear.com), [Kylotonn](https://www.kylotonn.com), [Next Level Games](https://www.nextlevelgames.com), [O-Net Communications (USA)](http://en.o-netcom.com)
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Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors) for past sponsors.
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From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations.
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@ -142,7 +142,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- plot: option/feature: draw unit
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- plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID)
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- clipper: ability to force display 1 item in the list would be convenient (for patterns where we need to set active id etc.) (#3841) (can resurrect ForceDisplayRangeXXX functions removed)
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- clipper: ability to disable the clipping through a simple flag/bool.
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- clipper: ability to run without knowing full count in advance.
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- clipper: horizontal clipping support. (#2580)
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40
imgui.cpp
40
imgui.cpp
@ -937,7 +937,7 @@ static void NavEndFrame();
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static bool NavScoreItem(ImGuiNavItemData* result);
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static void NavApplyItemToResult(ImGuiNavItemData* result);
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static void NavProcessItem();
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static void NavProcessItemForTabbingRequest(ImGuiWindow* window, ImGuiID id);
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static void NavProcessItemForTabbingRequest(ImGuiID id);
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static ImVec2 NavCalcPreferredRefPos();
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static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
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static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window);
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@ -2447,6 +2447,15 @@ void ImGuiListClipper::End()
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}
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}
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void ImGuiListClipper::ForceDisplayRangeByIndices(int item_min, int item_max)
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{
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ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
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IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
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IM_ASSERT(item_min <= item_max);
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if (item_min < item_max)
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data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_min, item_max));
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}
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bool ImGuiListClipper::Step()
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{
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ImGuiContext& g = *GImGui;
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@ -5834,7 +5843,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
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{
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ImVec2 nav_resize_delta;
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if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
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nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
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nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiInputReadMode_Down);
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if (g.NavInputSource == ImGuiInputSource_Gamepad)
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nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down);
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if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
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@ -6910,9 +6919,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
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IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive));
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if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??
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if (!g.LogEnabled)
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{
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const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
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if (!g.LogEnabled && !nav_request)
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if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
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window->HiddenFramesCanSkipItems = 1;
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}
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// Hide along with parent or if parent is collapsed
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if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
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@ -9689,7 +9701,7 @@ static void ImGui::NavProcessItem()
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if (is_tabbing)
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{
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if (is_tab_stop || (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi))
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NavProcessItemForTabbingRequest(window, id);
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NavProcessItemForTabbingRequest(id);
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}
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else if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav)))
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{
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@ -9727,11 +9739,12 @@ static void ImGui::NavProcessItem()
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// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
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// - Case 4: tab backward: store all results, on ref id pick prev, stop storing
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// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
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void ImGui::NavProcessItemForTabbingRequest(ImGuiWindow* window, ImGuiID id)
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void ImGui::NavProcessItemForTabbingRequest(ImGuiID id)
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{
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ImGuiContext& g = *GImGui;
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ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
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// Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
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ImGuiNavItemData* result = &g.NavMoveResultLocal;
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if (g.NavTabbingDir == +1)
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{
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// Tab Forward or SetKeyboardFocusHere() with >= 0
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@ -9975,6 +9988,8 @@ float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
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ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor)
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{
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ImVec2 delta(0.0f, 0.0f);
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if (dir_sources & ImGuiNavDirSourceFlags_RawKeyboard)
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delta += ImVec2((float)IsKeyDown(GetKeyIndex(ImGuiKey_RightArrow)) - (float)IsKeyDown(GetKeyIndex(ImGuiKey_LeftArrow)), (float)IsKeyDown(GetKeyIndex(ImGuiKey_DownArrow)) - (float)IsKeyDown(GetKeyIndex(ImGuiKey_UpArrow)));
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if (dir_sources & ImGuiNavDirSourceFlags_Keyboard)
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delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode));
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if (dir_sources & ImGuiNavDirSourceFlags_PadDPad)
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@ -10323,11 +10338,8 @@ void ImGui::NavMoveRequestApplyResult()
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// Tabbing forward wrap
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if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
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if (g.NavTabbingCounter == 1 || g.NavTabbingDir == 0)
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{
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IM_ASSERT(g.NavTabbingResultFirst.ID != 0);
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if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
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result = &g.NavTabbingResultFirst;
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}
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// In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
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if (result == NULL)
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@ -10659,10 +10671,9 @@ static void ImGui::NavUpdateWindowing()
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g.NavWindowingTargetAnim = NULL;
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}
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// Start CTRL-TAB or Square+L/R window selection
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const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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// Start CTRL+Tab or Square+L/R window selection
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const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
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const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && nav_keyboard_active && io.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab);
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const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab);
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if (start_windowing_with_gamepad || start_windowing_with_keyboard)
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if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
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{
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@ -10713,6 +10724,7 @@ static void ImGui::NavUpdateWindowing()
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// Keyboard: Press and Release ALT to toggle menu layer
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// - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
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// - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
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const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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if (nav_keyboard_active && io.KeyMods == ImGuiKeyModFlags_Alt && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) == 0)
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{
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g.NavWindowingToggleLayer = true;
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@ -10741,7 +10753,7 @@ static void ImGui::NavUpdateWindowing()
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{
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ImVec2 move_delta;
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if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
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move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
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move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiInputReadMode_Down);
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if (g.NavInputSource == ImGuiInputSource_Gamepad)
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move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
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if (move_delta.x != 0.0f || move_delta.y != 0.0f)
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7
imgui.h
7
imgui.h
@ -65,7 +65,7 @@ Index of this file:
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.86 WIP"
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#define IMGUI_VERSION_NUM 18508
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#define IMGUI_VERSION_NUM 18510
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
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@ -155,7 +155,7 @@ struct ImGuiContext; // Dear ImGui context (opaque structure, unl
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struct ImGuiIO; // Main configuration and I/O between your application and ImGui
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struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
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struct ImGuiListClipper; // Helper to manually clip large list of items
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struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
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struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
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struct ImGuiPayload; // User data payload for drag and drop operations
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struct ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer backends + viewports to render
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struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors
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@ -2313,6 +2313,9 @@ struct ImGuiListClipper
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IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
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IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
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// Call ForceDisplayRangeByIndices() before first call to Step() if you need a range of items to be displayed regardless of visibility.
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IMGUI_API void ForceDisplayRangeByIndices(int item_min, int item_max); // item_max is exclusive e.g. use (42, 42+1) to make item 42 always visible BUT due to alignment/padding of certain items it is likely that an extra item may be included on either end of the display range.
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
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#endif
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177
imgui_demo.cpp
177
imgui_demo.cpp
File diff suppressed because it is too large
Load Diff
@ -1250,9 +1250,10 @@ enum ImGuiNavHighlightFlags_
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enum ImGuiNavDirSourceFlags_
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{
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ImGuiNavDirSourceFlags_None = 0,
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ImGuiNavDirSourceFlags_Keyboard = 1 << 0,
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ImGuiNavDirSourceFlags_PadDPad = 1 << 1,
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ImGuiNavDirSourceFlags_PadLStick = 1 << 2
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ImGuiNavDirSourceFlags_RawKeyboard = 1 << 0, // Raw keyboard (not pulled from nav), faciliate use of some functions before we can unify nav and keys
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ImGuiNavDirSourceFlags_Keyboard = 1 << 1,
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ImGuiNavDirSourceFlags_PadDPad = 1 << 2,
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ImGuiNavDirSourceFlags_PadLStick = 1 << 3
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};
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enum ImGuiNavMoveFlags_
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@ -226,6 +226,12 @@ namespace
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uint32_t glyph_index = FT_Get_Char_Index(Face, codepoint);
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if (glyph_index == 0)
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return NULL;
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// If this crash for you: FreeType 2.11.0 has a crash bug on some bitmap/colored fonts.
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// - https://gitlab.freedesktop.org/freetype/freetype/-/issues/1076
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// - https://github.com/ocornut/imgui/issues/4567
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// - https://github.com/ocornut/imgui/issues/4566
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// You can use FreeType 2.10, or the patched version of 2.11.0 in VcPkg, or probably any upcoming FreeType version.
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FT_Error error = FT_Load_Glyph(Face, glyph_index, LoadFlags);
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if (error)
|
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return NULL;
|
||||
|
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Block a user