diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index 8d5a69bd..3fdb6442 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -9,11 +9,12 @@ RELEASE NOTES: https://github.com/ocornut/imgui/releases
REPORT ISSUES, ASK QUESTIONS: https://github.com/ocornut/imgui/issues
COMMITS HISTORY: https://github.com/ocornut/imgui/commits/master
FAQ https://www.dearimgui.org/faq/
+WIKI https://github.com/ocornut/imgui/wiki
WHEN TO UPDATE?
-- Keeping your copy of dear imgui updated once in a while is recommended.
-- It is generally safe to sync to the latest commit in master.
+- Keeping your copy of Dear ImGui updated regularly is recommended.
+- It is generally safe to sync to the latest commit in master or docking branches
The library is fairly stable and regressions tends to be fixed fast when reported.
HOW TO UPDATE?
@@ -100,17 +101,21 @@ Other changes:
-----------------------------------------------------------------------
- VERSION 1.77 WIP (In Progress)
+ VERSION 1.77 (Released 2020-06-29)
-----------------------------------------------------------------------
+Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.77
+
Breaking Changes:
-- Removed unncessary ID (first arg) of ImFontAtlas::AddCustomRectRegular() function. Please
- note that this is a Beta api and will likely be reworked to support multi-monitor multi-DPI.
+- Removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular() function. Please
+ note that this is a Beta api and will likely be reworked in order to support multi-DPI accross
+ multiple monitors.
- Renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete).
- Removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor
of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
-- Removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
+ Kept inline redirection function (will obsolete).
+- Removed obsoleted CalcItemRectClosestPoint() entry point (has been asserting since December 2017).
Other Changes:
@@ -119,20 +124,20 @@ Other Changes:
flag was also set, and _OpenOnArrow is frequently set along with _OpenOnDoubleClick).
- TreeNode: Fixed bug where dragging a payload over a TreeNode() with either _OpenOnDoubleClick
or _OpenOnArrow would open the node. (#143)
-- Style: Added style.TabMinWidthForUnselectedCloseButton settings.
- Set to 0.0f (default) to always make a close button appear on hover (same as Chrome, VS).
- Set to FLT_MAX to only display a close button when selected (merely hovering is not enough).
- Set to an intermediary value to toggle behavior based on width (same as Firefox).
-- Tab: Added a ImGuiTabItemFlags_NoTooltip flag to disable the tooltip for individual tab item
- (vs ImGuiTabBarFlags_NoTooltip for entire tab bar). [@Xipiryon]
- Windows: Fix unintended feedback loops when resizing windows close to main viewport edges. [@rokups]
+- Tabs: Added style.TabMinWidthForUnselectedCloseButton settings:
+ - Set to 0.0f (default) to always make a close button appear on hover (same as Chrome, VS).
+ - Set to FLT_MAX to only display a close button when selected (merely hovering is not enough).
+ - Set to an intermediary value to toggle behavior based on width (same as Firefox).
+- Tabs: Added a ImGuiTabItemFlags_NoTooltip flag to disable the tooltip for individual tab item
+ (vs ImGuiTabBarFlags_NoTooltip for entire tab bar). [@Xipiryon]
- Popups: All functions capable of opening popups (OpenPopup*, BeginPopupContext*) now take a new
ImGuiPopupFlags sets of flags instead of a mouse button index. The API is automatically backward
compatible as ImGuiPopupFlags is guaranteed to hold mouse button index in the lower bits.
- Popups: Added ImGuiPopupFlags_NoOpenOverExistingPopup for OpenPopup*/BeginPopupContext* functions
to first test for the presence of another popup at the same level.
- Popups: Added ImGuiPopupFlags_NoOpenOverItems for BeginPopupContextWindow() - similar to testing
- for !IsAnyItemHovered() prior to doing an OpenPopup.
+ for !IsAnyItemHovered() prior to doing an OpenPopup().
- Popups: Added ImGuiPopupFlags_AnyPopupId and ImGuiPopupFlags_AnyPopupLevel flags for IsPopupOpen(),
allowing to check if any popup is open at the current level, if a given popup is open at any popup
level, if any popup is open at all.
@@ -146,7 +151,7 @@ Other Changes:
Enforce centering using e.g. SetNextWindowPos(io.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f,0.5f)).
- Metrics: Added a "Settings" section with some details about persistent ini settings.
- Nav, Menus: Fix vertical wrap-around in menus or popups created with multiple appending calls to
- BeginMenu()/EndMenu() or BeginPopup/EndPopup(). (#3223, #1207) [@rokups]
+ BeginMenu()/EndMenu() or BeginPopup(0/EndPopup(). (#3223, #1207) [@rokups]
- Drag and Drop: Fixed unintended fallback "..." tooltip display during drag operation when
drag source uses _SourceNoPreviewTooltip flags. (#3160) [@rokups]
- Columns: Lower overhead on column switches and switching to background channel.
@@ -164,12 +169,12 @@ Other Changes:
a callback draw command would incorrectly override the callback draw command.
- ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would
generate an extra unrequired vertex. [@ShironekoBen]
-- Misc, Freetype: Fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails.
+- Misc, Freetype: Fix for rare case where FT_Get_Char_Index() succeeds but FT_Load_Glyph() fails.
- Docs: Improved and moved font documentation to docs/FONTS.md so it can be readable on the web.
Updated various links/wiki accordingly. Added FAQ entry about DPI. (#2861) [@ButternCream, @ocornut]
- CI: Added CI test to verify we're never accidentally dragging libstdc++ (on some compiler setups,
static constructors for non-pod data seems to drag in libstdc++ due to thread-safety concerns).
- Fixed a static contructor which led to this dependency on some compiler setups (unclear which).
+ Fixed a static constructor which led to this dependency on some compiler setups.
- Backends: Win32: Support for #define NOGDI, won't try to call GetDeviceCaps(). (#3137, #2327)
- Backends: Win32: Fix _WIN32_WINNT < 0x0600 (MinGW defaults to 0x502 == Windows 2003). (#3183)
- Backends: SDL: Report a zero display-size when window is minimized, consistent with other backends,
diff --git a/docs/FAQ.md b/docs/FAQ.md
index 55e7ebeb..adce4d40 100644
--- a/docs/FAQ.md
+++ b/docs/FAQ.md
@@ -23,7 +23,7 @@ or view this file with any Markdown viewer.
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
| **Q&A: Usage** |
-| **[Why are multiple widgets reacting when I interact with a single one?
How can I have multiple widgets with the same label or with an empty label?](#q-why-are-multiple-widgets-reacting-when-i-interact-with-a-single-one-q-how-can-i-have-multiple-widgets-with-the-same-label-or-with-an-empty-label)** |
+| **[How can I have widgets with an empty label?
How can I have multiple widgets with the same label?
Why are multiple widgets reacting when I interact with one?](#q-how-can-i-have-widgets-with-an-empty-label)** |
| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
| [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) |
| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
@@ -173,7 +173,9 @@ Refer to rendering back-ends in the [examples/](https://github.com/ocornut/imgui
# Q&A: Usage
-### Q: Why are multiple widgets reacting when I interact with a single one?
Q: How can I have multiple widgets with the same label or with an empty label?
+### Q: How can I have widgets with an empty label?
+### Q: How can I have multiple widgets with the same label?
+### Q: Why are multiple widgets reacting when I interact with one?
A primer on labels and the ID Stack...
@@ -295,11 +297,12 @@ if (TreeNode("node")) // <-- this function call will do a PushID() for you (unl
TreePop();
}
```
-- When working with trees, ID are used to preserve the open/close state of each tree node.
+
+When working with trees, ID are used to preserve the open/close state of each tree node.
Depending on your use cases you may want to use strings, indices or pointers as ID.
-e.g. when following a single pointer that may change over time, using a static string as ID
+- e.g. when following a single pointer that may change over time, using a static string as ID
will preserve your node open/closed state when the targeted object change.
-e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
+- e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
node open/closed state differently. See what makes more sense in your situation!
##### [Return to Index](#index)
diff --git a/docs/TODO.txt b/docs/TODO.txt
index 4c166ad2..fba3c02a 100644
--- a/docs/TODO.txt
+++ b/docs/TODO.txt
@@ -34,7 +34,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- window/child: border could be emitted in parent as well.
- window/child: allow SetNextWindowContentSize() to work on child windows.
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
- - window/tab: add a way to signify that a window or docked window requires attention (e.g. blinking title bar).
+ - window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar).
! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463)
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
@@ -111,7 +111,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack.
- layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner.
- - layout: generalization of the above: a concept equivalent to word processor ruler tab stop ~ mini columns (position in X, no clipping implied) (vaguely relate to #267, #395, also what is used internally for menu items)
+ - layout, font: horizontal tab support, A) text mode: forward only tabs (e.g. every 4 characters/N pixels from pos x1), B) manual mode: explicit tab stops acting as mini columns, no clipping (for menu items, many kind of uses, also vaguely relate to #267, #395)
- layout: horizontal layout helper (#97)
- layout: horizontal flow until no space left (#404)
- layout: more generic alignment state (left/right/centered) for single items?
@@ -195,7 +195,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- tabs: explicit api (even if internal) to cleanly manipulate tab order.
- tabs: Mouse wheel over tab bar could scroll? (#2702)
-
- image/image button: misalignment on padded/bordered button?
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
- image button: not taking an explicit id can be problematic. (#2464, #1390)
diff --git a/examples/README.txt b/examples/README.txt
index efca8298..ab18e8d2 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -1,5 +1,5 @@
-----------------------------------------------------------------------
- dear imgui, v1.77 WIP
+ dear imgui, v1.77
-----------------------------------------------------------------------
examples/README.txt
(This is the README file for the examples/ folder. See docs/ for more documentation)
diff --git a/imgui.cpp b/imgui.cpp
index d265886c..7f181c11 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.77 WIP
+// dear imgui, v1.77
// (main code and documentation)
// Help:
@@ -612,7 +612,10 @@ CODE
FREQUENTLY ASKED QUESTIONS (FAQ)
================================
- Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer)
+ Read all answers online:
+ https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
+ Read all answers locally (with a text editor or ideally a Markdown viewer):
+ docs/FAQ.md
Some answers are copied down here to facilitate searching in code.
Q&A: Basics
@@ -651,130 +654,15 @@ CODE
Q: I integrated Dear ImGui in my engine and little squares are showing instead of text..
Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries..
->> See https://www.dearimgui.org/faq
+ >> See https://www.dearimgui.org/faq
Q&A: Usage
----------
- Q: Why are multiple widgets reacting when I interact with a single one?
- Q: How can I have multiple widgets with the same label or with an empty label?
- A: A primer on labels and the ID Stack...
-
- Dear ImGui internally need to uniquely identify UI elements.
- Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
- Interactive widgets (such as calls to Button buttons) need a unique ID.
- Unique ID are used internally to track active widgets and occasionally associate state to widgets.
- Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.
-
- - Unique ID are often derived from a string label:
-
- Button("OK"); // Label = "OK", ID = hash of (..., "OK")
- Button("Cancel"); // Label = "Cancel", ID = hash of (..., "Cancel")
-
- - ID are uniquely scoped within windows, tree nodes, etc. which all pushes to the ID stack. Having
- two buttons labeled "OK" in different windows or different tree locations is fine.
- We used "..." above to signify whatever was already pushed to the ID stack previously:
-
- Begin("MyWindow");
- Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
- End();
- Begin("MyOtherWindow");
- Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK")
- End();
-
- - If you have a same ID twice in the same location, you'll have a conflict:
-
- Button("OK");
- Button("OK"); // ID collision! Interacting with either button will trigger the first one.
-
- Fear not! this is easy to solve and there are many ways to solve it!
-
- - Solving ID conflict in a simple/local context:
- When passing a label you can optionally specify extra ID information within string itself.
- Use "##" to pass a complement to the ID that won't be visible to the end-user.
- This helps solving the simple collision cases when you know e.g. at compilation time which items
- are going to be created:
-
- Begin("MyWindow");
- Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
- Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above
- Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from above
- End();
-
- - If you want to completely hide the label, but still need an ID:
-
- Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
-
- - Occasionally/rarely you might want change a label while preserving a constant ID. This allows
- you to animate labels. For example you may want to include varying information in a window title bar,
- but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
-
- Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
- Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even though the label looks different
-
- sprintf(buf, "My game (%f FPS)###MyGame", fps);
- Begin(buf); // Variable title, ID = hash of "MyGame"
-
- - Solving ID conflict in a more general manner:
- Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts
- within the same window. This is the most convenient way of distinguishing ID when iterating and
- creating many UI elements programmatically.
- You can push a pointer, a string or an integer value into the ID stack.
- Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack.
- At each level of the stack we store the seed used for items at this level of the ID stack.
-
- Begin("Window");
- for (int i = 0; i < 100; i++)
- {
- PushID(i); // Push i to the id tack
- Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click")
- PopID();
- }
- for (int i = 0; i < 100; i++)
- {
- MyObject* obj = Objects[i];
- PushID(obj);
- Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click")
- PopID();
- }
- for (int i = 0; i < 100; i++)
- {
- MyObject* obj = Objects[i];
- PushID(obj->Name);
- Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click")
- PopID();
- }
- End();
-
- - You can stack multiple prefixes into the ID stack:
-
- Button("Click"); // Label = "Click", ID = hash of (..., "Click")
- PushID("node");
- Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
- PushID(my_ptr);
- Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click")
- PopID();
- PopID();
-
- - Tree nodes implicitly creates a scope for you by calling PushID().
-
- Button("Click"); // Label = "Click", ID = hash of (..., "Click")
- if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
- {
- Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
- TreePop();
- }
-
- - When working with trees, ID are used to preserve the open/close state of each tree node.
- Depending on your use cases you may want to use strings, indices or pointers as ID.
- e.g. when following a single pointer that may change over time, using a static string as ID
- will preserve your node open/closed state when the targeted object change.
- e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
- node open/closed state differently. See what makes more sense in your situation!
-
+ Q: How can I have widgets with an empty label?
+ Q: How can I have multiple widgets with the same label?
+ Q: Why are multiple widgets reacting when I interact with one?
Q: How can I display an image? What is ImTextureID, how does it works?
- >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
-
Q: How can I use my own math types instead of ImVec2/ImVec4?
Q: How can I interact with standard C++ types (such as std::string and std::vector)?
Q: How can I display custom shapes? (using low-level ImDrawList API)
diff --git a/imgui.h b/imgui.h
index 9c22d62d..0905dfd7 100644
--- a/imgui.h
+++ b/imgui.h
@@ -1,4 +1,4 @@
-// dear imgui, v1.77 WIP
+// dear imgui, v1.77
// (headers)
// Help:
@@ -60,8 +60,8 @@ Index of this file:
// Version
// (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)
-#define IMGUI_VERSION "1.77 WIP"
-#define IMGUI_VERSION_NUM 17602
+#define IMGUI_VERSION "1.77"
+#define IMGUI_VERSION_NUM 17700
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch
#define IMGUI_HAS_DOCK 1 // Docking WIP branch
@@ -88,8 +88,8 @@ Index of this file:
#define IM_FMTARGS(FMT)
#define IM_FMTLIST(FMT)
#endif
-#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
-#define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
+#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
+#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
#if (__cplusplus >= 201100)
#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
#else
@@ -1667,6 +1667,7 @@ struct ImGuiIO
float KeysDownDurationPrev[512]; // Previous duration the key has been down
float NavInputsDownDuration[ImGuiNavInput_COUNT];
float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
+ float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16
ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.
diff --git a/imgui_demo.cpp b/imgui_demo.cpp
index b43f5981..e70fd8b1 100644
--- a/imgui_demo.cpp
+++ b/imgui_demo.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.77 WIP
+// dear imgui, v1.77
// (demo code)
// Help:
diff --git a/imgui_draw.cpp b/imgui_draw.cpp
index c08cddb6..2dd6c21d 100644
--- a/imgui_draw.cpp
+++ b/imgui_draw.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.77 WIP
+// dear imgui, v1.77
// (drawing and font code)
/*
diff --git a/imgui_internal.h b/imgui_internal.h
index baa5ff21..e0d6ee15 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -1,4 +1,4 @@
-// dear imgui, v1.77 WIP
+// dear imgui, v1.77
// (internal structures/api)
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
@@ -152,7 +152,7 @@ namespace ImStb
#undef STB_TEXTEDIT_CHARTYPE
#define STB_TEXTEDIT_STRING ImGuiInputTextState
#define STB_TEXTEDIT_CHARTYPE ImWchar
-#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f
+#define STB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f)
#define STB_TEXTEDIT_UNDOSTATECOUNT 99
#define STB_TEXTEDIT_UNDOCHARCOUNT 999
#include "imstb_textedit.h"
diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp
index bfc6b26b..559b505c 100644
--- a/imgui_widgets.cpp
+++ b/imgui_widgets.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.77 WIP
+// dear imgui, v1.77
// (widgets code)
/*
@@ -5644,7 +5644,7 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags
if (p_open)
flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton;
bool is_open = TreeNodeBehavior(id, flags, label);
- if (p_open)
+ if (p_open != NULL)
{
// Create a small overlapping close button
// FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.