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https://github.com/ocornut/imgui.git
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Merge branch 'master' into docking
# Conflicts: # imgui.cpp # imgui_internal.h
This commit is contained in:
commit
082595200d
6 changed files with 35 additions and 23 deletions
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@ -71,6 +71,9 @@ Other changes:
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scrollbar when using thick border sizes. (#8267, #7887)
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- Windows: Fixed IsItemXXXX() functions not working on append-version of EndChild(). (#8350)
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Also made some of the fields accessible after BeginChild() to match Begin() logic.
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- Tables, Menus: Fixed using BeginTable() in menu layer (any menu bar). (#8355)
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It previously overrode the current layer back to main layer, which caused an issue
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with MainMenuBar attempted to release focus when leaving the menu layer.
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- ColorEdit, ColorPicker: Fixed alpha preview broken in 1.91.7. (#8336, #8241). [@PathogenDavid]
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- Tabs, Style: reworked selected overline rendering to better accommodate
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for rounded tabs. Reduced default thickness (style.TabBarOverlineSize),
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@ -14353,7 +14353,7 @@ static void ImGui::NavUpdateWindowing()
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// Start CTRL+Tab or Square+L/R window selection
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// (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab)
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const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing");
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const ImGuiID owner_id = ImHashStr("##NavUpdateWindowing");
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const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id);
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@ -14563,12 +14563,12 @@ void ImGui::NavUpdateWindowingOverlay()
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return;
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if (g.NavWindowingListWindow == NULL)
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g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
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g.NavWindowingListWindow = FindWindowByName("##NavWindowingOverlay");
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const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
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SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
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SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
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PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
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Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
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Begin("##NavWindowingOverlay", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
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if (g.ContextName[0] != 0)
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SeparatorText(g.ContextName);
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for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
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2
imgui.h
2
imgui.h
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@ -29,7 +29,7 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION "1.91.8 WIP"
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#define IMGUI_VERSION_NUM 19173
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#define IMGUI_VERSION_NUM 19174
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
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#define IMGUI_HAS_DOCK // Docking WIP branch
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@ -238,7 +238,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
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#endif
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// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam.
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#define IMGUI_DEBUG_LOG_ERROR(...) do { ImGuiContext& g2 = *GImGui; if (g2.DebugLogFlags & ImGuiDebugLogFlags_EventError) IMGUI_DEBUG_LOG(__VA_ARGS__); else g2.DebugLogSkippedErrors++; } while (0)
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#define IMGUI_DEBUG_LOG_ERROR(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventError) IMGUI_DEBUG_LOG(__VA_ARGS__); else g.DebugLogSkippedErrors++; } while (0)
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#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
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#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
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#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
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@ -3115,6 +3115,7 @@ struct IMGUI_API ImGuiTable
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ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here.
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ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[]
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ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen;
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ImS8 NavLayer; // ImGuiNavLayer at the time of BeginTable().
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bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row.
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bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow().
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bool IsInitializing;
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@ -3257,6 +3258,7 @@ namespace ImGui
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// Fonts, drawing
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IMGUI_API void SetCurrentFont(ImFont* font);
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inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
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IMGUI_API void PushPasswordFont();
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inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); }
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IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
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@ -374,6 +374,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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table->ColumnsCount = columns_count;
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table->IsLayoutLocked = false;
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table->InnerWidth = inner_width;
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table->NavLayer = (ImS8)outer_window->DC.NavLayerCurrent;
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temp_data->UserOuterSize = outer_size;
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// Instance data (for instance 0, TableID == TableInstanceID)
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@ -1050,7 +1051,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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const int column_n = table->DisplayOrderToIndex[order_n];
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ImGuiTableColumn* column = &table->Columns[column_n];
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column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen
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// Initial nav layer: using FreezeRowsCount, NOT FreezeRowsRequest, so Header line changes layer when frozen
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column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : table->NavLayer);
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if (offset_x_frozen && table->FreezeColumnsCount == visible_n)
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{
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@ -1493,7 +1495,7 @@ void ImGui::EndTable()
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if (inner_window != outer_window)
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{
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short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask;
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inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently.
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inner_window->DC.NavLayersActiveMask |= 1 << table->NavLayer; // So empty table don't appear to navigate differently.
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g.CurrentTable = NULL; // To avoid error recovery recursing
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EndChild();
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g.CurrentTable = table;
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@ -2032,7 +2034,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
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if (unfreeze_rows_request)
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{
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for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
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table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main;
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table->Columns[column_n].NavLayerCurrent = table->NavLayer;
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const float y0 = ImMax(table->RowPosY2 + 1, table->InnerClipRect.Min.y);
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table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y;
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@ -4252,6 +4252,23 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons
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BufTextLen += new_text_len;
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}
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void ImGui::PushPasswordFont()
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{
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ImGuiContext& g = *GImGui;
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ImFont* in_font = g.Font;
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ImFont* out_font = &g.InputTextPasswordFont;
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const ImFontGlyph* glyph = in_font->FindGlyph('*');
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out_font->FontSize = in_font->FontSize;
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out_font->Scale = in_font->Scale;
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out_font->Ascent = in_font->Ascent;
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out_font->Descent = in_font->Descent;
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out_font->ContainerAtlas = in_font->ContainerAtlas;
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out_font->FallbackGlyph = glyph;
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out_font->FallbackAdvanceX = glyph->AdvanceX;
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IM_ASSERT(out_font->Glyphs.Size == 0 && out_font->IndexAdvanceX.Size == 0 && out_font->IndexLookup.Size == 0);
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PushFont(out_font);
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}
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// Return false to discard a character.
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static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard)
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{
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@ -4662,19 +4679,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// Password pushes a temporary font with only a fallback glyph
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if (is_password && !is_displaying_hint)
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{
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const ImFontGlyph* glyph = g.Font->FindGlyph('*');
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ImFont* password_font = &g.InputTextPasswordFont;
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password_font->FontSize = g.Font->FontSize;
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password_font->Scale = g.Font->Scale;
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password_font->Ascent = g.Font->Ascent;
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password_font->Descent = g.Font->Descent;
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password_font->ContainerAtlas = g.Font->ContainerAtlas;
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password_font->FallbackGlyph = glyph;
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password_font->FallbackAdvanceX = glyph->AdvanceX;
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IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty());
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PushFont(password_font);
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}
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PushPasswordFont();
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// Process mouse inputs and character inputs
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if (g.ActiveId == id)
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@ -8632,7 +8637,7 @@ bool ImGui::BeginMenuBar()
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IM_ASSERT(!window->DC.MenuBarAppending);
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BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore
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PushID("##menubar");
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PushID("##MenuBar");
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// We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
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// We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
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@ -8776,7 +8781,7 @@ void ImGui::EndMainMenuBar()
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// When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
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// FIXME: With this strategy we won't be able to restore a NULL focus.
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ImGuiContext& g = *GImGui;
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if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest)
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if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest && g.ActiveId == 0)
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FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL, ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild);
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End();
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