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https://github.com/Drezil/imgui.git
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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_opengl3.cpp # examples/imgui_examples.sln # imgui.cpp # imgui.h
This commit is contained in:
@ -1,4 +1,4 @@
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// dear imgui, v1.84
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// dear imgui, v1.85 WIP
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// (widgets code)
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/*
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@ -152,9 +152,13 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags)
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems)
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return;
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ImGuiContext& g = *GImGui;
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IM_ASSERT(text != NULL);
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// Accept null ranges
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if (text == text_end)
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text = text_end = "";
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// Calculate length
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const char* text_begin = text;
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if (text_end == NULL)
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text_end = text + strlen(text); // FIXME-OPT
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@ -3975,13 +3979,15 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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ImGuiItemStatusFlags item_status_flags = 0;
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if (is_multiline)
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{
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ImVec2 backup_pos = window->DC.CursorPos;
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ItemSize(total_bb, style.FramePadding.y);
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if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable))
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{
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ItemSize(total_bb, style.FramePadding.y);
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EndGroup();
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return false;
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}
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item_status_flags = g.LastItemData.StatusFlags;
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window->DC.CursorPos = backup_pos;
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// We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug.
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PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
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@ -5900,12 +5906,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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toggled = true;
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}
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if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open)
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if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open)
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{
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toggled = true;
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NavMoveRequestCancel();
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}
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if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority?
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if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority?
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{
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toggled = true;
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NavMoveRequestCancel();
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@ -6693,18 +6699,17 @@ void ImGui::EndMenuBar()
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ImGuiWindow* nav_earliest_child = g.NavWindow;
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while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))
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nav_earliest_child = nav_earliest_child->ParentWindow;
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if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None)
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if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveRequestFlags & ImGuiNavMoveFlags_Forwarded) == 0)
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{
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// To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
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// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost)
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// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering)
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const ImGuiNavLayer layer = ImGuiNavLayer_Menu;
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IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check
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FocusWindow(window);
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SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
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g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
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g.NavDisableMouseHover = g.NavMousePosDirty = true;
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g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
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NavMoveRequestCancel();
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NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveRequestFlags); // Repeat
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}
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}
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@ -6797,7 +6802,7 @@ void ImGui::EndMainMenuBar()
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End();
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}
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bool ImGui::BeginMenu(const char* label, bool enabled)
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bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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{
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems)
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@ -6864,13 +6869,15 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
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// (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.
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// Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.
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popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
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float icon_w = 0.0f; // FIXME: This not currently exposed for BeginMenu() however you can call window->DC.MenuColumns.DeclColumns(w, 0, 0, 0) yourself
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float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;
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float checkmark_w = IM_FLOOR(g.FontSize * 1.20f);
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float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame
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float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
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ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
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pressed = Selectable("", menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f));
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RenderText(text_pos, label);
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if (icon_w > 0.0f)
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RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);
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RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right);
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}
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if (!enabled)
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@ -6918,7 +6925,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
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want_close = menu_is_open;
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want_open = !menu_is_open;
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}
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if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
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if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
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{
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want_open = true;
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NavMoveRequestCancel();
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@ -6936,7 +6943,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
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{
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want_open = true;
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}
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else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
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else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
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{
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want_open = true;
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NavMoveRequestCancel();
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@ -6975,6 +6982,11 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
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return menu_is_open;
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}
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bool ImGui::BeginMenu(const char* label, bool enabled)
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{
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return BeginMenuEx(label, NULL, enabled);
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}
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void ImGui::EndMenu()
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{
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// Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu).
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