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Clipper: Assert on extraneous calls to Step(). (#4822) + Demo tweak.
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@ -2599,6 +2599,7 @@ bool ImGuiListClipper::Step()
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
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ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
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IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
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ImGuiTable* table = g.CurrentTable;
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ImGuiTable* table = g.CurrentTable;
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if (table && table->IsInsideRow)
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if (table && table->IsInsideRow)
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8
imgui.h
8
imgui.h
@ -1422,7 +1422,7 @@ enum ImGuiKey_
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ImGuiKey_GamepadRStickLeft, // [Analog]
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ImGuiKey_GamepadRStickLeft, // [Analog]
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ImGuiKey_GamepadRStickRight, // [Analog]
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ImGuiKey_GamepadRStickRight, // [Analog]
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// Keyboard Modifiers
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// Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
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// - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
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// - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
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// them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
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// them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
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// - Code polling every keys (e.g. an interface to detect a key press for input mapping) might want to ignore those
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// - Code polling every keys (e.g. an interface to detect a key press for input mapping) might want to ignore those
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@ -1430,11 +1430,9 @@ enum ImGuiKey_
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// - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
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// - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
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// In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
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// In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
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// backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
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// backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
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ImGuiKey_ModCtrl,
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ImGuiKey_ModCtrl, ImGuiKey_ModShift, ImGuiKey_ModAlt, ImGuiKey_ModSuper,
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ImGuiKey_ModShift,
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ImGuiKey_ModAlt,
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ImGuiKey_ModSuper,
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// End of list
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ImGuiKey_COUNT, // No valid ImGuiKey is ever greater than this value
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ImGuiKey_COUNT, // No valid ImGuiKey is ever greater than this value
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// [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + a io.KeyMap[] array.
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// [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + a io.KeyMap[] array.
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@ -5666,12 +5666,18 @@ static void ShowDemoWindowMisc()
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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// Display ImGuiIO output flags
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// Display ImGuiIO output flags
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ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse);
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IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Output");
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ImGui::Text("WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose);
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ImGui::SetNextItemOpen(true, ImGuiCond_Once);
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ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
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if (ImGui::TreeNode("Output"))
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ImGui::Text("WantTextInput: %d", io.WantTextInput);
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{
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ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos);
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ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse);
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ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible);
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ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose);
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ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
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ImGui::Text("io.WantTextInput: %d", io.WantTextInput);
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ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos);
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ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible);
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ImGui::TreePop();
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}
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// Display Mouse state
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// Display Mouse state
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IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse State");
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IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse State");
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