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https://github.com/Drezil/imgui.git
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Merge branch 'master' into navigation
# Conflicts: # imgui.cpp # imgui.h
This commit is contained in:
60
imgui.cpp
60
imgui.cpp
@ -1,4 +1,4 @@
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// dear imgui, v1.52
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// dear imgui, v1.53 WIP
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// (main code and documentation)
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// ** EXPERIMENTAL GAMEPAD/KEYBOARD NAVIGATION BRANCH
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@ -767,58 +767,6 @@ ImGuiStyle::ImGuiStyle()
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ImGui::StyleColorsClassic(this);
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}
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void ImGui::StyleColorsClassic(ImGuiStyle* dst)
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{
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ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
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ImVec4* colors = style->Colors;
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colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
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colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
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colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.70f);
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colors[ImGuiCol_ChildWindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
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colors[ImGuiCol_PopupBg] = ImVec4(0.05f, 0.05f, 0.10f, 0.90f);
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colors[ImGuiCol_Border] = ImVec4(0.70f, 0.70f, 0.70f, 0.40f);
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colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
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colors[ImGuiCol_FrameBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.30f); // Background of checkbox, radio button, plot, slider, text input
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colors[ImGuiCol_FrameBgHovered] = ImVec4(0.90f, 0.80f, 0.80f, 0.40f);
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colors[ImGuiCol_FrameBgActive] = ImVec4(0.90f, 0.65f, 0.65f, 0.45f);
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colors[ImGuiCol_TitleBg] = ImVec4(0.24f, 0.24f, 0.50f, 0.83f);
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colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f);
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colors[ImGuiCol_TitleBgActive] = ImVec4(0.33f, 0.33f, 0.65f, 0.87f);
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colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f);
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colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f);
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colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f);
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colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f);
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colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.80f, 0.50f, 0.50f, 0.40f);
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colors[ImGuiCol_ComboBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.99f);
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colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);
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colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
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colors[ImGuiCol_SliderGrabActive] = ImVec4(0.80f, 0.50f, 0.50f, 1.00f);
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colors[ImGuiCol_Button] = ImVec4(0.67f, 0.40f, 0.40f, 0.60f);
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colors[ImGuiCol_ButtonHovered] = ImVec4(0.67f, 0.40f, 0.40f, 1.00f);
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colors[ImGuiCol_ButtonActive] = ImVec4(0.80f, 0.50f, 0.50f, 1.00f);
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colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f);
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colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f);
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colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f);
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colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
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colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f);
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colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f);
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colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
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colors[ImGuiCol_ResizeGripHovered] = ImVec4(1.00f, 1.00f, 1.00f, 0.60f);
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colors[ImGuiCol_ResizeGripActive] = ImVec4(1.00f, 1.00f, 1.00f, 0.90f);
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colors[ImGuiCol_CloseButton] = ImVec4(0.50f, 0.50f, 0.90f, 0.50f);
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colors[ImGuiCol_CloseButtonHovered] = ImVec4(0.70f, 0.70f, 0.90f, 0.60f);
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colors[ImGuiCol_CloseButtonActive] = ImVec4(0.70f, 0.70f, 0.70f, 1.00f);
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colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
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colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
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colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
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colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
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colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
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colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
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colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
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colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.12f);
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}
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// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
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// Tips: if you need to change your scale multiple times, prefer calling this on a freshly initialized ImGuiStyle structure rather than scaling multiple times (because floating point multiplications are lossy).
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void ImGuiStyle::ScaleAllSizes(float scale_factor)
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@ -3112,11 +3060,15 @@ void ImGui::NewFrame()
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g.IO.MouseClickedTime[i] = g.Time;
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}
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g.IO.MouseClickedPos[i] = g.IO.MousePos;
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g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
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g.IO.MouseDragMaxDistanceSqr[i] = 0.0f;
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}
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else if (g.IO.MouseDown[i])
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{
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g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(g.IO.MousePos - g.IO.MouseClickedPos[i]));
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ImVec2 mouse_delta = g.IO.MousePos - g.IO.MouseClickedPos[i];
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g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, mouse_delta.x < 0.0f ? -mouse_delta.x : mouse_delta.x);
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g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, mouse_delta.y < 0.0f ? -mouse_delta.y : mouse_delta.y);
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g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(mouse_delta));
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}
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if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
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g.NavDisableMouseHover = false;
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