Merge remote-tracking branch 'origin' into 2016-07-navigation

This commit is contained in:
ocornut 2016-09-25 15:25:55 +02:00
commit fea0fcb7c3
4 changed files with 118 additions and 105 deletions

170
imgui.cpp
View File

@ -191,6 +191,7 @@
Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
Also read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
- 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal.
- 2016/07/18 (1.50) - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
- renamed IsPosHoveringAnyWindow() to IsAnyWindowHoveredAtPos() for consistency. Kept inline redirection function (will obsolete).
@ -607,7 +608,6 @@
- style: color-box not always square?
- style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps to other settings? avoid implementing duplicate helpers such as SmallCheckbox(), etc.
- style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation).
- style/opt: PopStyleVar could be optimized by having GetStyleVar returns the type, using a table mapping stylevar enum to data type.
- style: global scale setting.
- style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle
- text: simple markup language for color change?
@ -775,7 +775,7 @@ ImGuiStyle::ImGuiStyle()
WindowPadding = ImVec2(8,8); // Padding within a window
WindowMinSize = ImVec2(32,32); // Minimum window size
WindowRounding = 9.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
WindowTitleAlign = ImGuiAlign_Left; // Alignment for title bar text
WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text
ChildWindowRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets)
FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
@ -788,6 +788,7 @@ ImGuiStyle::ImGuiStyle()
ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar
GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar
GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
DisplayWindowPadding = ImVec2(22,22); // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
DisplaySafeAreaPadding = ImVec2(4,4); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU.
@ -1915,6 +1916,7 @@ void ImGui::SetActiveIDNoNav(ImGuiID id, ImGuiWindow* window)
g.ActiveId = id;
g.ActiveIdAllowNavDirFlags = 0;
g.ActiveIdAllowOverlap = false;
g.ActiveIdIsAlive |= (id != 0);
g.ActiveIdWindow = window;
g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
}
@ -3564,8 +3566,9 @@ void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end
}
}
// Default clip_rect uses (pos_min,pos_max)
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, ImGuiAlign align, const ImVec2* clip_min, const ImVec2* clip_max)
void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
{
// Hide anything after a '##' string
const char* text_display_end = FindRenderedTextEnd(text, text_end);
@ -3580,14 +3583,15 @@ void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, cons
ImVec2 pos = pos_min;
const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
if (!clip_max) clip_max = &pos_max;
const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
if (!clip_min) clip_min = &pos_min; else need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
// Align
if (align & ImGuiAlign_Center) pos.x = ImMax(pos.x, (pos.x + pos_max.x - text_size.x) * 0.5f);
else if (align & ImGuiAlign_Right) pos.x = ImMax(pos.x, pos_max.x - text_size.x);
if (align & ImGuiAlign_VCenter) pos.y = ImMax(pos.y, (pos.y + pos_max.y - text_size.y) * 0.5f);
// Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
// Render
if (need_clipping)
@ -5130,16 +5134,17 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
window->DC.ItemFlags = backup_item_options;
// Title text (FIXME: refactor text alignment facilities along with RenderText helpers)
ImVec2 text_min = window->Pos + style.FramePadding;
ImVec2 text_max = window->Pos + ImVec2(window->Size.x - style.FramePadding.x, style.FramePadding.y*2 + text_size.y);
ImVec2 clip_max = ImVec2(window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x), text_max.y); // Match the size of CloseWindowButton()
bool pad_left = (flags & ImGuiWindowFlags_NoCollapse) == 0;
bool pad_right = (p_open != NULL);
if (style.WindowTitleAlign & ImGuiAlign_Center) pad_right = pad_left;
if (pad_left) text_min.x += g.FontSize + style.ItemInnerSpacing.x;
if (pad_right) text_max.x -= g.FontSize + style.ItemInnerSpacing.x;
ImVec2 clip_min = ImVec2(text_min.x, window->Pos.y);
RenderTextClipped(text_min, text_max, name, NULL, &text_size, style.WindowTitleAlign, &clip_min, &clip_max);
ImVec2 text_min = window->Pos;
ImVec2 text_max = window->Pos + ImVec2(window->Size.x, style.FramePadding.y*2 + text_size.y);
ImRect clip_rect;
clip_rect.Max = ImVec2(window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x), text_max.y); // Match the size of CloseWindowButton()
float pad_left = (flags & ImGuiWindowFlags_NoCollapse) == 0 ? (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x) : 0.0f;
float pad_right = (p_open != NULL) ? (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x) : 0.0f;
if (style.WindowTitleAlign.x > 0.0f) pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x);
text_min.x += pad_left;
text_max.x -= pad_right;
clip_rect.Min = ImVec2(text_min.x, window->Pos.y);
RenderTextClipped(text_min, text_max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect);
}
// Save clipped aabb so we can access it in constant-time in FindHoveredWindow()
@ -5495,7 +5500,7 @@ void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
ImGuiContext& g = *GImGui;
ImGuiColMod backup;
backup.Col = idx;
backup.PreviousValue = g.Style.Colors[idx];
backup.BackupValue = g.Style.Colors[idx];
g.ColorModifiers.push_back(backup);
g.Style.Colors[idx] = col;
}
@ -5506,63 +5511,65 @@ void ImGui::PopStyleColor(int count)
while (count > 0)
{
ImGuiColMod& backup = g.ColorModifiers.back();
g.Style.Colors[backup.Col] = backup.PreviousValue;
g.Style.Colors[backup.Col] = backup.BackupValue;
g.ColorModifiers.pop_back();
count--;
}
}
static float* GetStyleVarFloatAddr(ImGuiStyleVar idx)
struct ImGuiStyleVarInfo
{
ImGuiContext& g = *GImGui;
switch (idx)
{
case ImGuiStyleVar_Alpha: return &g.Style.Alpha;
case ImGuiStyleVar_WindowRounding: return &g.Style.WindowRounding;
case ImGuiStyleVar_ChildWindowRounding: return &g.Style.ChildWindowRounding;
case ImGuiStyleVar_FrameRounding: return &g.Style.FrameRounding;
case ImGuiStyleVar_IndentSpacing: return &g.Style.IndentSpacing;
case ImGuiStyleVar_GrabMinSize: return &g.Style.GrabMinSize;
}
return NULL;
}
ImGuiDataType Type;
ImU32 Offset;
void* GetVarPtr() const { return (void*)((unsigned char*)&GImGui->Style + Offset); }
};
static ImVec2* GetStyleVarVec2Addr(ImGuiStyleVar idx)
static const ImGuiStyleVarInfo GStyleVarInfo[ImGuiStyleVar_Count_] =
{
ImGuiContext& g = *GImGui;
switch (idx)
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildWindowRounding) },
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },
};
static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)
{
case ImGuiStyleVar_WindowPadding: return &g.Style.WindowPadding;
case ImGuiStyleVar_WindowMinSize: return &g.Style.WindowMinSize;
case ImGuiStyleVar_FramePadding: return &g.Style.FramePadding;
case ImGuiStyleVar_ItemSpacing: return &g.Style.ItemSpacing;
case ImGuiStyleVar_ItemInnerSpacing: return &g.Style.ItemInnerSpacing;
}
return NULL;
IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_Count_);
return &GStyleVarInfo[idx];
}
void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
{
ImGuiContext& g = *GImGui;
float* pvar = GetStyleVarFloatAddr(idx);
IM_ASSERT(pvar != NULL); // Called function with wrong-type? Variable is not a float.
ImGuiStyleMod backup;
backup.Var = idx;
backup.PreviousValue = ImVec2(*pvar, 0.0f);
g.StyleModifiers.push_back(backup);
const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
if (var_info->Type == ImGuiDataType_Float)
{
float* pvar = (float*)var_info->GetVarPtr();
GImGui->StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar));
*pvar = val;
return;
}
IM_ASSERT(0); // Called function with wrong-type? Variable is not a float.
}
void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
{
ImGuiContext& g = *GImGui;
ImVec2* pvar = GetStyleVarVec2Addr(idx);
IM_ASSERT(pvar != NULL); // Called function with wrong-type? Variable is not a ImVec2.
ImGuiStyleMod backup;
backup.Var = idx;
backup.PreviousValue = *pvar;
g.StyleModifiers.push_back(backup);
const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
if (var_info->Type == ImGuiDataType_Float2)
{
ImVec2* pvar = (ImVec2*)var_info->GetVarPtr();
GImGui->StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar));
*pvar = val;
return;
}
IM_ASSERT(0); // Called function with wrong-type? Variable is not a ImVec2.
}
void ImGui::PopStyleVar(int count)
@ -5571,10 +5578,10 @@ void ImGui::PopStyleVar(int count)
while (count > 0)
{
ImGuiStyleMod& backup = g.StyleModifiers.back();
if (float* pvar_f = GetStyleVarFloatAddr(backup.Var))
*pvar_f = backup.PreviousValue.x;
else if (ImVec2* pvar_v = GetStyleVarVec2Addr(backup.Var))
*pvar_v = backup.PreviousValue;
const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx);
if (info->Type == ImGuiDataType_Float) (*(float*)info->GetVarPtr()) = backup.BackupFloat[0];
else if (info->Type == ImGuiDataType_Float2) (*(ImVec2*)info->GetVarPtr()) = ImVec2(backup.BackupFloat[0], backup.BackupFloat[1]);
else if (info->Type == ImGuiDataType_Int) (*(int*)info->GetVarPtr()) = backup.BackupInt[0];
g.StyleModifiers.pop_back();
count--;
}
@ -6304,7 +6311,7 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args)
// Render
const char* value_text_begin = &g.TempBuffer[0];
const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImGuiAlign_VCenter);
RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f,0.5f));
if (label_size.x > 0.0f)
RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);
}
@ -6450,7 +6457,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags
const ImVec2 label_size = CalcTextSize(label, NULL, true);
ImVec2 pos = window->DC.CursorPos;
if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset)
if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag)
pos.y += window->DC.CurrentLineTextBaseOffset - style.FramePadding.y;
ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);
@ -6467,7 +6474,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags
const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
RenderNavHighlight(bb, id);
RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, ImGuiAlign_Center | ImGuiAlign_VCenter);
RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb);
// Automatically close popups
//if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
@ -7503,7 +7510,7 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c
// Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
char value_buf[64];
const char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImGuiAlign_Center|ImGuiAlign_VCenter);
RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f));
if (label_size.x > 0.0f)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
@ -7550,7 +7557,7 @@ bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float
// For the vertical slider we allow centered text to overlap the frame padding
char value_buf[64];
char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImGuiAlign_Center);
RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.0f));
if (label_size.x > 0.0f)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
@ -7811,7 +7818,7 @@ bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, f
// Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
char value_buf[64];
const char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImGuiAlign_Center|ImGuiAlign_VCenter);
RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f));
if (label_size.x > 0.0f)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
@ -8062,7 +8069,7 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge
// Text overlay
if (overlay_text)
RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImGuiAlign_Center);
RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f,0.0f));
if (label_size.x > 0.0f)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
@ -8138,7 +8145,7 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over
ImVec2 overlay_size = CalcTextSize(overlay, NULL);
if (overlay_size.x > 0.0f)
RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImGuiAlign_Left|ImGuiAlign_VCenter, &bb.Min, &bb.Max);
RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f,0.5f), &bb);
}
bool ImGui::Checkbox(const char* label, bool* v)
@ -8541,11 +8548,13 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
const ImGuiIO& io = g.IO;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;
const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0;
const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;
if (is_multiline) // Open group before calling GetID() because groups tracks id created during their spawn
BeginGroup();
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
@ -8554,7 +8563,6 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
ImGuiWindow* draw_window = window;
if (is_multiline)
{
BeginGroup();
if (!BeginChildFrame(id, frame_bb.GetSize()))
{
EndChildFrame();
@ -9095,8 +9103,6 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line
EndChildFrame();
EndGroup();
if (g.ActiveId == id || is_currently_scrolling) // Set LastItemId which was lost by EndChild/EndGroup, so user can use IsItemActive()
window->DC.LastItemId = g.ActiveId;
}
if (is_password)
@ -9150,7 +9156,7 @@ bool ImGui::InputScalarEx(const char* label, ImGuiDataType data_type, void* data
if (!(extra_flags & ImGuiInputTextFlags_CharsHexadecimal))
extra_flags |= ImGuiInputTextFlags_CharsDecimal;
extra_flags |= ImGuiInputTextFlags_AutoSelectAll;
if (InputText("", buf, IM_ARRAYSIZE(buf), extra_flags))
if (InputText("", buf, IM_ARRAYSIZE(buf), extra_flags)) // PushId(label) + "" gives us the expected ID from outside point of view
value_changed = DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, scalar_format);
// Step buttons
@ -9369,7 +9375,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
{
const char* item_text;
if (items_getter(data, *current_item, &item_text))
RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, item_text, NULL, NULL);
RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, item_text, NULL, NULL, ImVec2(0.0f,0.0f));
}
if (label_size.x > 0)
@ -9532,7 +9538,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
}
if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
RenderTextClipped(bb.Min, bb_with_spacing.Max, label, NULL, &label_size);
RenderTextClipped(bb.Min, bb_with_spacing.Max, label, NULL, &label_size, ImVec2(0.0f,0.0f));
if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor();
// Automatically close popups
@ -10147,6 +10153,7 @@ void ImGui::BeginGroup()
group_data.BackupCurrentLineHeight = window->DC.CurrentLineHeight;
group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset;
group_data.BackupLogLinePosY = window->DC.LogLinePosY;
group_data.BackupActiveIdIsAlive = GImGui->ActiveIdIsAlive;
group_data.AdvanceCursor = true;
window->DC.GroupOffsetX = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffsetX;
@ -10158,15 +10165,15 @@ void ImGui::BeginGroup()
void ImGui::EndGroup()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
ImGuiStyle& style = GetStyle();
IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls
ImGuiGroupData& group_data = window->DC.GroupStack.back();
ImRect group_bb(group_data.BackupCursorPos, window->DC.CursorMaxPos);
group_bb.Max.y -= style.ItemSpacing.y; // Cancel out last vertical spacing because we are adding one ourselves.
group_bb.Max.y -= g.Style.ItemSpacing.y; // Cancel out last vertical spacing because we are adding one ourselves.
group_bb.Max = ImMax(group_bb.Min, group_bb.Max);
window->DC.CursorPos = group_data.BackupCursorPos;
@ -10184,6 +10191,11 @@ void ImGui::EndGroup()
ItemAdd(group_bb, NULL);
}
// If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive() will function on the entire group.
// It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but if you search for LastItemId you'll notice it is only used in that context.
if (!group_data.BackupActiveIdIsAlive && g.ActiveIdIsAlive && g.ActiveId && g.ActiveIdWindow->RootWindow == window->RootWindow)
window->DC.LastItemId = g.ActiveId;
window->DC.GroupStack.pop_back();
//window->DrawList->AddRect(group_bb.Min, group_bb.Max, 0xFFFF00FF); // Debug

20
imgui.h
View File

@ -71,7 +71,6 @@ typedef int ImGuiCol; // a color identifier for styling // e
typedef int ImGuiStyleVar; // a variable identifier for styling // enum ImGuiStyleVar_
typedef int ImGuiKey; // a key identifier (ImGui-side enum) // enum ImGuiKey_
typedef int ImGuiNavInput; // an input identifier for gamepad nav // enum ImGuiNavInput_
typedef int ImGuiAlign; // alignment // enum ImGuiAlign_
typedef int ImGuiColorEditMode; // color edit mode for ColorEdit*() // enum ImGuiColorEditMode_
typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_
typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_
@ -685,17 +684,9 @@ enum ImGuiStyleVar_
ImGuiStyleVar_ItemSpacing, // ImVec2
ImGuiStyleVar_ItemInnerSpacing, // ImVec2
ImGuiStyleVar_IndentSpacing, // float
ImGuiStyleVar_GrabMinSize // float
};
enum ImGuiAlign_
{
ImGuiAlign_Left = 1 << 0,
ImGuiAlign_Center = 1 << 1,
ImGuiAlign_Right = 1 << 2,
ImGuiAlign_Top = 1 << 3,
ImGuiAlign_VCenter = 1 << 4,
ImGuiAlign_Default = ImGuiAlign_Left | ImGuiAlign_Top
ImGuiStyleVar_GrabMinSize, // float
ImGuiStyleVar_ButtonTextAlign, // flags ImGuiAlign_*
ImGuiStyleVar_Count_
};
// Enumeration for ColorEditMode()
@ -738,7 +729,7 @@ struct ImGuiStyle
ImVec2 WindowPadding; // Padding within a window
ImVec2 WindowMinSize; // Minimum window size
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
ImGuiAlign WindowTitleAlign; // Alignment for title bar text
ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
float ChildWindowRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows
ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets)
float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
@ -749,8 +740,9 @@ struct ImGuiStyle
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar
float ScrollbarRounding; // Radius of grab corners for scrollbar
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
ImVec2 DisplaySafeAreaPadding; // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.

View File

@ -800,7 +800,7 @@ void ImGui::ShowTestWindow(bool* p_open)
ImGui::Separator();
ImGui::PushItemWidth(100); ImGui::Combo("func", &func_type, "Sin\0Saw\0"); ImGui::PopItemWidth();
ImGui::SameLine();
ImGui::SliderInt("Sample count", &display_count, 1, 500);
ImGui::SliderInt("Sample count", &display_count, 1, 400);
float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw;
ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0,80));
ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0,80));
@ -1656,7 +1656,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::TreePop();
}
if (ImGui::TreeNode("Sizes"))
if (ImGui::TreeNode("Settings"))
{
ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 16.0f, "%.0f");
@ -1671,6 +1671,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 16.0f, "%.0f");
ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");
ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 16.0f, "%.0f");
ImGui::Text("Alignment");
ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");
ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); ShowHelpMarker("Alignment applies when a button is larger than its text content.");
ImGui::TreePop();
}

View File

@ -77,6 +77,7 @@ extern IMGUI_API ImGuiContext* GImGui; // current implicit ImGui context po
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR)))
#define IM_PI 3.14159265358979323846f
#define IM_OFFSETOF(_TYPE,_ELM) ((size_t)&(((_TYPE*)0)->_ELM))
// Helpers: UTF-8 <> wchar
IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count
@ -195,7 +196,8 @@ enum ImGuiPlotType
enum ImGuiDataType
{
ImGuiDataType_Int,
ImGuiDataType_Float
ImGuiDataType_Float,
ImGuiDataType_Float2,
};
enum ImGuiInputSource
@ -261,14 +263,17 @@ struct IMGUI_API ImRect
struct ImGuiColMod
{
ImGuiCol Col;
ImVec4 PreviousValue;
ImVec4 BackupValue;
};
// Stacked style modifier, backup of modified data so we can restore it
// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable.
struct ImGuiStyleMod
{
ImGuiStyleVar Var;
ImVec2 PreviousValue;
ImGuiStyleVar VarIdx;
union { int BackupInt[2]; float BackupFloat[2]; };
ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; }
ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; }
ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }
};
// Stacked data for BeginGroup()/EndGroup()
@ -281,6 +286,7 @@ struct ImGuiGroupData
float BackupCurrentLineHeight;
float BackupCurrentLineTextBaseOffset;
float BackupLogLinePosY;
bool BackupActiveIdIsAlive;
bool AdvanceCursor;
};
@ -797,11 +803,11 @@ namespace ImGui
IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate);
// NB: All position are in absolute pixels coordinates (not window coordinates)
// FIXME: All those functions are a mess and needs to be refactored into something decent. Avoid use outside of imgui.cpp!
// FIXME: All those functions are a mess and needs to be refactored into something decent. AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION.
// We need: a sort of symbol library, preferably baked into font atlas when possible + decent text rendering helpers.
IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, ImGuiAlign align = ImGuiAlign_Default, const ImVec2* clip_min = NULL, const ImVec2* clip_max = NULL);
IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL);
IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
IMGUI_API void RenderCollapseTriangle(ImVec2 pos, bool is_open, float scale = 1.0f, bool shadow = false);
IMGUI_API void RenderBullet(ImVec2 pos);