mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-19 14:36:34 +00:00
Merge branch 'master' into navigation + merge fix
# Conflicts: # imgui.cpp
This commit is contained in:
commit
e6215b6ca0
47
imgui.cpp
47
imgui.cpp
@ -694,7 +694,7 @@ static ImRect GetVisibleRect();
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static void CloseInactivePopups(ImGuiWindow* ref_window);
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static void ClosePopupToLevel(int remaining);
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static ImGuiWindow* GetFrontMostModalRootWindow();
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static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, int* last_dir, const ImRect& rect_to_avoid);
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static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& rect_to_avoid);
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static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data);
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static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
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@ -1890,7 +1890,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
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AutoFitFramesX = AutoFitFramesY = -1;
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AutoFitOnlyGrows = false;
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AutoFitChildAxises = 0x00;
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AutoPosLastDirection = -1;
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AutoPosLastDirection = ImGuiDir_None;
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HiddenFrames = 0;
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SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
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SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
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@ -2555,6 +2555,11 @@ int ImGui::GetFrameCount()
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return GImGui->FrameCount;
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}
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ImDrawList* ImGui::GetOverlayDrawList()
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{
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return &GImGui->OverlayDrawList;
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}
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// This needs to be called before we submit any widget (aka in or before Begin)
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void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
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{
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@ -4918,28 +4923,39 @@ static void CheckStacksSize(ImGuiWindow* window, bool write)
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IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));
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}
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static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, int* last_dir, const ImRect& r_inner)
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static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_avoid)
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{
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const ImGuiStyle& style = GImGui->Style;
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// Clamp into visible area while not overlapping the cursor. Safety padding is optional if our popup size won't fit without it.
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// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
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// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
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ImVec2 safe_padding = style.DisplaySafeAreaPadding;
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ImRect r_outer(GetVisibleRect());
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r_outer.Expand(ImVec2((size.x - r_outer.GetWidth() > safe_padding.x*2) ? -safe_padding.x : 0.0f, (size.y - r_outer.GetHeight() > safe_padding.y*2) ? -safe_padding.y : 0.0f));
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ImVec2 base_pos_clamped = ImClamp(base_pos, r_outer.Min, r_outer.Max - size);
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//GImGui->OverlayDrawList.AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
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//GImGui->OverlayDrawList.AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
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for (int n = (*last_dir != -1) ? -1 : 0; n < 4; n++) // Last, Right, down, up, left. (Favor last used direction).
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const ImGuiDir dir_prefered_order[ImGuiDir_Count_] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
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for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_Count_; n++)
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{
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const int dir = (n == -1) ? *last_dir : n;
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ImRect rect(dir == 0 ? r_inner.Max.x : r_outer.Min.x, dir == 1 ? r_inner.Max.y : r_outer.Min.y, dir == 3 ? r_inner.Min.x : r_outer.Max.x, dir == 2 ? r_inner.Min.y : r_outer.Max.y);
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if (rect.GetWidth() < size.x || rect.GetHeight() < size.y)
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const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
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float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
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if (avail_w < size.x)
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continue;
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float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
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if (avail_h < size.y)
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continue;
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ImVec2 pos;
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pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
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pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
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*last_dir = dir;
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return ImVec2(dir == 0 ? r_inner.Max.x : dir == 3 ? r_inner.Min.x - size.x : base_pos_clamped.x, dir == 1 ? r_inner.Max.y : dir == 2 ? r_inner.Min.y - size.y : base_pos_clamped.y);
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return pos;
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}
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// Fallback, try to keep within display
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*last_dir = -1;
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*last_dir = ImGuiDir_None;
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ImVec2 pos = base_pos;
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pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
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pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
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@ -5289,7 +5305,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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if (window_just_activated_by_user)
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{
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// Popup first latch mouse position, will position itself when it appears next frame
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window->AutoPosLastDirection = -1;
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window->AutoPosLastDirection = ImGuiDir_None;
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if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api)
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window->PosFloat = g.CurrentPopupStack.back().PopupPosOnOpen;
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}
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@ -5431,9 +5447,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api)
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{
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ImVec2 ref_pos = (!g.NavDisableHighlight && g.NavDisableMouseHover) ? NavCalcPreferredMousePos() : g.IO.MousePos;
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ImRect rect_to_avoid(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24, ref_pos.y + 24); // FIXME: Completely hard-coded. Perhaps center on cursor hit-point instead?
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ImRect rect_to_avoid(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24, ref_pos.y + 24); // FIXME: Completely hard-coded. Store boxes in mouse cursor data? Scale? Center on cursor hit-point?
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window->PosFloat = FindBestPopupWindowPos(ref_pos, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
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if (window->AutoPosLastDirection == -1)
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if (window->AutoPosLastDirection == ImGuiDir_None)
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window->PosFloat = ref_pos + ImVec2(2,2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
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}
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@ -5538,8 +5554,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + resize_rect.GetSize() * grip.CornerPos; // Corner of the window corresponding to our corner grip
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CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPos, &pos_target, &size_target);
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}
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if (resize_grip_n == 0 || held || hovered)
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resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
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if (resize_grip_n == 0 || held || hovered)
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resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
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}
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for (int border_n = 0; border_n < resize_border_count; border_n++)
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{
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@ -5584,7 +5600,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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}
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}
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PopID();
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// Apply back modified position/size to window
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if (size_target.x != FLT_MAX)
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3
imgui.h
3
imgui.h
@ -452,6 +452,7 @@ namespace ImGui
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IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
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IMGUI_API float GetTime();
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IMGUI_API int GetFrameCount();
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IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text
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IMGUI_API const char* GetStyleColorName(ImGuiCol idx);
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IMGUI_API ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f); // utility to find the closest point the last item bounding rectangle edge. useful to visually link items
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IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
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@ -780,7 +781,7 @@ enum ImGuiMouseCursor_
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ImGuiMouseCursor_Move, // Unused
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ImGuiMouseCursor_ResizeNS, // Unused
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ImGuiMouseCursor_ResizeEW, // When hovering over a column
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ImGuiMouseCursor_ResizeNESW, // Unused
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ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
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ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
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ImGuiMouseCursor_Count_
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};
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@ -1848,6 +1848,8 @@ void ImGui::ShowTestWindow(bool* p_open)
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if (ImGui::TreeNode("Dragging"))
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{
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ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget.");
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for (int button = 0; button < 3; button++)
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ImGui::Text("IsMouseDragging(%d) = %d", button, ImGui::IsMouseDragging(button));
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ImGui::Button("Drag Me");
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if (ImGui::IsItemActive())
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{
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@ -1866,12 +1868,16 @@ void ImGui::ShowTestWindow(bool* p_open)
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if (ImGui::TreeNode("Mouse cursors"))
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{
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const char* mouse_cursors_names[] = { "Arrow", "TextInput", "Move", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE" };
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IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_Count_);
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ImGui::Text("Current mouse cursor = %d: %s", ImGui::GetMouseCursor(), mouse_cursors_names[ImGui::GetMouseCursor()]);
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ImGui::Text("Hover to see mouse cursors:");
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ImGui::SameLine(); ShowHelpMarker("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, otherwise your backend needs to handle it.");
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for (int i = 0; i < ImGuiMouseCursor_Count_; i++)
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{
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char label[32];
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sprintf(label, "Mouse cursor %d", i);
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sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]);
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ImGui::Bullet(); ImGui::Selectable(label, false);
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if (ImGui::IsItemHovered() || ImGui::IsItemFocused())
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ImGui::SetMouseCursor(i);
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@ -260,7 +260,8 @@ enum ImGuiDir
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ImGuiDir_Left = 0,
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ImGuiDir_Right = 1,
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ImGuiDir_Up = 2,
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ImGuiDir_Down = 3
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ImGuiDir_Down = 3,
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ImGuiDir_Count_
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};
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enum ImGuiNavHighlightFlags_
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@ -821,7 +822,7 @@ struct IMGUI_API ImGuiWindow
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int AutoFitFramesX, AutoFitFramesY;
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bool AutoFitOnlyGrows;
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int AutoFitChildAxises;
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int AutoPosLastDirection;
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ImGuiDir AutoPosLastDirection;
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int HiddenFrames;
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ImGuiCond SetWindowPosAllowFlags; // store condition flags for next SetWindowPos() call.
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ImGuiCond SetWindowSizeAllowFlags; // store condition flags for next SetWindowSize() call.
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