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27 changed files with 440 additions and 204 deletions
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@ -6,7 +6,7 @@
|
|||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
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||||
// Missing features or Issues:
|
||||
// [ ] Platform: Clipboard support.
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||||
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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||||
// [ ] Platform: Gamepad support.
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// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
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||||
// Important:
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||||
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
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||||
|
|
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@ -6,7 +6,7 @@
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|||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
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||||
// Missing features or Issues:
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||||
// [ ] Platform: Clipboard support.
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||||
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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||||
// [ ] Platform: Gamepad support.
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// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
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// Important:
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// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
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|
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@ -789,7 +789,7 @@ static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0
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static void ImGui_ImplGlfw_UpdateGamepads()
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{
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ImGuiIO& io = ImGui::GetIO();
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs, but see #8075
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return;
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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|
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@ -7,7 +7,7 @@
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// [X] Platform: Clipboard support is part of core Dear ImGui (no specific code in this backend).
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// [X] Platform: Mouse support. Can discriminate Mouse/Pen.
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Gamepad support.
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// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: IME support.
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// Missing features or Issues:
|
||||
|
|
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@ -7,7 +7,7 @@
|
|||
// [X] Platform: Clipboard support is part of core Dear ImGui (no specific code in this backend).
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/Pen.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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||||
// [X] Platform: Gamepad support.
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// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: IME support.
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// Missing features or Issues:
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|
@ -31,6 +31,7 @@
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|||
|
||||
// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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||||
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
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// 2025-01-20: Removed notification observer when shutting down. (#8331)
|
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// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
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// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
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@ -536,7 +537,7 @@ static void ImGui_ImplOSX_UpdateMouseCursor()
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else
|
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{
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NSCursor* desired = bd->MouseCursors[imgui_cursor] ?: bd->MouseCursors[ImGuiMouseCursor_Arrow];
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// -[NSCursor set] generates measureable overhead if called unconditionally.
|
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// -[NSCursor set] generates measurable overhead if called unconditionally.
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if (desired != NSCursor.currentCursor)
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{
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[desired set];
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|
@ -552,8 +553,6 @@ static void ImGui_ImplOSX_UpdateMouseCursor()
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static void ImGui_ImplOSX_UpdateGamepads()
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{
|
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ImGuiIO& io = ImGui::GetIO();
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
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return;
|
||||
|
||||
#if APPLE_HAS_CONTROLLER
|
||||
GCController* controller = GCController.current;
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||||
|
|
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@ -7,7 +7,7 @@
|
|||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Gamepad support.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
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||||
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||||
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@ -21,6 +21,8 @@
|
|||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
|
||||
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
|
||||
// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
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||||
// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650)
|
||||
// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
|
||||
|
@ -141,6 +143,7 @@ struct ImGui_ImplSDL2_Data
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SDL_Cursor* MouseLastCursor;
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int MouseLastLeaveFrame;
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bool MouseCanUseGlobalState;
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bool MouseCanUseCapture;
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||||
|
||||
// Gamepad handling
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ImVector<SDL_GameController*> Gamepads;
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@ -473,17 +476,6 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
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IMGUI_CHECKVERSION();
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IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
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|
||||
// Check and store if we are on a SDL backend that supports global mouse position
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// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
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bool mouse_can_use_global_state = false;
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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const char* sdl_backend = SDL_GetCurrentVideoDriver();
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const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
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for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
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if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
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mouse_can_use_global_state = true;
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#endif
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|
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// Setup backend capabilities flags
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ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
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io.BackendPlatformUserData = (void*)bd;
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@ -494,7 +486,18 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
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bd->Window = window;
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bd->WindowID = SDL_GetWindowID(window);
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bd->Renderer = renderer;
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bd->MouseCanUseGlobalState = mouse_can_use_global_state;
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||||
|
||||
// Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
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||||
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
||||
bd->MouseCanUseGlobalState = false;
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||||
bd->MouseCanUseCapture = false;
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||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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const char* sdl_backend = SDL_GetCurrentVideoDriver();
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||||
const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
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for (const char* item : capture_and_global_state_whitelist)
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if (strncmp(sdl_backend, item, strlen(item)) == 0)
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bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true;
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#endif
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
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||||
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@ -629,12 +632,15 @@ static void ImGui_ImplSDL2_UpdateMouseData()
|
|||
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
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||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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||||
// - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
|
||||
// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to migitate the issue we wait until mouse has moved to begin capture.
|
||||
bool want_capture = false;
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||||
for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
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if (ImGui::IsMouseDragging(button_n, 1.0f))
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want_capture = true;
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||||
SDL_CaptureMouse(want_capture ? SDL_TRUE : SDL_FALSE);
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||||
// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture.
|
||||
if (bd->MouseCanUseCapture)
|
||||
{
|
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bool want_capture = false;
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for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
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if (ImGui::IsMouseDragging(button_n, 1.0f))
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||||
want_capture = true;
|
||||
SDL_CaptureMouse(want_capture ? SDL_TRUE : SDL_FALSE);
|
||||
}
|
||||
|
||||
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
||||
const bool is_app_focused = (bd->Window == focused_window);
|
||||
|
@ -755,9 +761,6 @@ static void ImGui_ImplSDL2_UpdateGamepads()
|
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bd->WantUpdateGamepadsList = false;
|
||||
}
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||||
|
||||
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
if (bd->Gamepads.Size == 0)
|
||||
return;
|
||||
|
|
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@ -6,7 +6,7 @@
|
|||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Gamepad support.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Gamepad support.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: IME support.
|
||||
|
||||
|
@ -20,6 +20,9 @@
|
|||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
|
||||
// 2025-03-30: Update for SDL3 api changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801)
|
||||
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
|
||||
// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
|
||||
// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650)
|
||||
// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
|
||||
|
@ -108,6 +111,7 @@ struct ImGui_ImplSDL3_Data
|
|||
SDL_Cursor* MouseLastCursor;
|
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int MousePendingLeaveFrame;
|
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bool MouseCanUseGlobalState;
|
||||
bool MouseCanUseCapture;
|
||||
|
||||
// Gamepad handling
|
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ImVector<SDL_Gamepad*> Gamepads;
|
||||
|
@ -132,8 +136,7 @@ static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
|
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
if (bd->ClipboardTextData)
|
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SDL_free(bd->ClipboardTextData);
|
||||
const char* sdl_clipboard_text = SDL_GetClipboardText();
|
||||
bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : nullptr;
|
||||
bd->ClipboardTextData = SDL_GetClipboardText();
|
||||
return bd->ClipboardTextData;
|
||||
}
|
||||
|
||||
|
@ -460,17 +463,6 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
|||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
IM_UNUSED(sdl_gl_context); // Unused in this branch
|
||||
|
||||
// Check and store if we are on a SDL backend that supports global mouse position
|
||||
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
||||
bool mouse_can_use_global_state = false;
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
const char* sdl_backend = SDL_GetCurrentVideoDriver();
|
||||
const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
|
||||
for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
|
||||
if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
|
||||
mouse_can_use_global_state = true;
|
||||
#endif
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
|
@ -481,7 +473,18 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
|||
bd->Window = window;
|
||||
bd->WindowID = SDL_GetWindowID(window);
|
||||
bd->Renderer = renderer;
|
||||
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
||||
|
||||
// Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
|
||||
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
||||
bd->MouseCanUseGlobalState = false;
|
||||
bd->MouseCanUseCapture = false;
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
const char* sdl_backend = SDL_GetCurrentVideoDriver();
|
||||
const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
|
||||
for (const char* item : capture_and_global_state_whitelist)
|
||||
if (strncmp(sdl_backend, item, strlen(item)) == 0)
|
||||
bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true;
|
||||
#endif
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
|
||||
|
@ -595,12 +598,15 @@ static void ImGui_ImplSDL3_UpdateMouseData()
|
|||
// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
// - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
|
||||
// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to migitate the issue we wait until mouse has moved to begin capture.
|
||||
bool want_capture = false;
|
||||
for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
|
||||
if (ImGui::IsMouseDragging(button_n, 1.0f))
|
||||
want_capture = true;
|
||||
SDL_CaptureMouse(want_capture);
|
||||
// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture.
|
||||
if (bd->MouseCanUseCapture)
|
||||
{
|
||||
bool want_capture = false;
|
||||
for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
|
||||
if (ImGui::IsMouseDragging(button_n, 1.0f))
|
||||
want_capture = true;
|
||||
SDL_CaptureMouse(want_capture);
|
||||
}
|
||||
|
||||
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
||||
const bool is_app_focused = (bd->Window == focused_window);
|
||||
|
@ -724,9 +730,6 @@ static void ImGui_ImplSDL3_UpdateGamepads()
|
|||
SDL_free(sdl_gamepads);
|
||||
}
|
||||
|
||||
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
if (bd->Gamepads.Size == 0)
|
||||
return;
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Gamepad support.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: IME support.
|
||||
|
||||
|
|
|
@ -17,10 +17,12 @@
|
|||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
|
||||
// - Unlike other backends, the user must call the function Imgui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData.
|
||||
// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData.
|
||||
// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
|
||||
|
||||
// CHANGELOG
|
||||
// 2025-03-30: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now.
|
||||
// 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData().
|
||||
// 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
|
||||
// 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend.
|
||||
|
||||
|
@ -34,10 +36,12 @@
|
|||
// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
|
||||
struct ImGui_ImplSDLGPU3_FrameData
|
||||
{
|
||||
SDL_GPUBuffer* VertexBuffer = nullptr;
|
||||
SDL_GPUBuffer* IndexBuffer = nullptr;
|
||||
uint32_t VertexBufferSize = 0;
|
||||
uint32_t IndexBufferSize = 0;
|
||||
SDL_GPUBuffer* VertexBuffer = nullptr;
|
||||
SDL_GPUTransferBuffer* VertexTransferBuffer = nullptr;
|
||||
uint32_t VertexBufferSize = 0;
|
||||
SDL_GPUBuffer* IndexBuffer = nullptr;
|
||||
SDL_GPUTransferBuffer* IndexTransferBuffer = nullptr;
|
||||
uint32_t IndexBufferSize = 0;
|
||||
};
|
||||
|
||||
struct ImGui_ImplSDLGPU3_Data
|
||||
|
@ -113,14 +117,15 @@ static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGra
|
|||
SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO));
|
||||
}
|
||||
|
||||
static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
|
||||
static void CreateOrResizeBuffers(SDL_GPUBuffer** buffer, SDL_GPUTransferBuffer** transferbuffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
|
||||
{
|
||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
||||
|
||||
// Even though this is fairly rarely called.
|
||||
// FIXME-OPT: Not optimal, but this is fairly rarely called.
|
||||
SDL_WaitForGPUIdle(v->Device);
|
||||
SDL_ReleaseGPUBuffer(v->Device, *buffer);
|
||||
SDL_ReleaseGPUTransferBuffer(v->Device, *transferbuffer);
|
||||
|
||||
SDL_GPUBufferCreateInfo buffer_info = {};
|
||||
buffer_info.usage = usage;
|
||||
|
@ -129,12 +134,18 @@ static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer, uint32_t* old_size, uin
|
|||
*buffer = SDL_CreateGPUBuffer(v->Device, &buffer_info);
|
||||
*old_size = new_size;
|
||||
IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
|
||||
|
||||
SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
|
||||
transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
|
||||
transferbuffer_info.size = new_size;
|
||||
*transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
|
||||
IM_ASSERT(*transferbuffer != nullptr && "Failed to create GPU Transfer Buffer, call SDL_GetError() for more information");
|
||||
}
|
||||
|
||||
// SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound!
|
||||
// The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example),
|
||||
// is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering.
|
||||
void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
|
||||
void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
|
@ -149,25 +160,12 @@ void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
|
|||
uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
|
||||
uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
|
||||
if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
|
||||
CreateOrResizeBuffer(&fd->VertexBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
|
||||
CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
|
||||
if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
|
||||
CreateOrResizeBuffer(&fd->IndexBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX);
|
||||
CreateOrResizeBuffers(&fd->IndexBuffer, &fd->IndexTransferBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX);
|
||||
|
||||
// FIXME: It feels like more code could be shared there.
|
||||
SDL_GPUTransferBufferCreateInfo vertex_transferbuffer_info = {};
|
||||
vertex_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
|
||||
vertex_transferbuffer_info.size = vertex_size;
|
||||
SDL_GPUTransferBufferCreateInfo index_transferbuffer_info = {};
|
||||
index_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
|
||||
index_transferbuffer_info.size = index_size;
|
||||
|
||||
SDL_GPUTransferBuffer* vertex_transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &vertex_transferbuffer_info);
|
||||
IM_ASSERT(vertex_transferbuffer != nullptr && "Failed to create the vertex transfer buffer, call SDL_GetError() for more information");
|
||||
SDL_GPUTransferBuffer* index_transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &index_transferbuffer_info);
|
||||
IM_ASSERT(index_transferbuffer != nullptr && "Failed to create the index transfer buffer, call SDL_GetError() for more information");
|
||||
|
||||
ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, vertex_transferbuffer, true);
|
||||
ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, index_transferbuffer, true);
|
||||
ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer, true);
|
||||
ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer, true);
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* draw_list = draw_data->CmdLists[n];
|
||||
|
@ -176,15 +174,15 @@ void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
|
|||
vtx_dst += draw_list->VtxBuffer.Size;
|
||||
idx_dst += draw_list->IdxBuffer.Size;
|
||||
}
|
||||
SDL_UnmapGPUTransferBuffer(v->Device, vertex_transferbuffer);
|
||||
SDL_UnmapGPUTransferBuffer(v->Device, index_transferbuffer);
|
||||
SDL_UnmapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
|
||||
SDL_UnmapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
|
||||
|
||||
SDL_GPUTransferBufferLocation vertex_buffer_location = {};
|
||||
vertex_buffer_location.offset = 0;
|
||||
vertex_buffer_location.transfer_buffer = vertex_transferbuffer;
|
||||
vertex_buffer_location.transfer_buffer = fd->VertexTransferBuffer;
|
||||
SDL_GPUTransferBufferLocation index_buffer_location = {};
|
||||
index_buffer_location.offset = 0;
|
||||
index_buffer_location.transfer_buffer = index_transferbuffer;
|
||||
index_buffer_location.transfer_buffer = fd->IndexTransferBuffer;
|
||||
|
||||
SDL_GPUBufferRegion vertex_buffer_region = {};
|
||||
vertex_buffer_region.buffer = fd->VertexBuffer;
|
||||
|
@ -200,8 +198,6 @@ void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
|
|||
SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region, true);
|
||||
SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region, true);
|
||||
SDL_EndGPUCopyPass(copy_pass);
|
||||
SDL_ReleaseGPUTransferBuffer(v->Device, index_transferbuffer);
|
||||
SDL_ReleaseGPUTransferBuffer(v->Device, vertex_transferbuffer);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
|
||||
|
@ -366,7 +362,7 @@ void ImGui_ImplSDLGPU3_DestroyFontsTexture()
|
|||
io.Fonts->SetTexID(0);
|
||||
}
|
||||
|
||||
static void Imgui_ImplSDLGPU3_CreateShaders()
|
||||
static void ImGui_ImplSDLGPU3_CreateShaders()
|
||||
{
|
||||
// Create the shader modules
|
||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
|
@ -431,7 +427,7 @@ static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
|
|||
{
|
||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
||||
Imgui_ImplSDLGPU3_CreateShaders();
|
||||
ImGui_ImplSDLGPU3_CreateShaders();
|
||||
|
||||
SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
|
||||
vertex_buffer_desc[0].slot = 0;
|
||||
|
@ -546,12 +542,14 @@ void ImGui_ImplSDLGPU3_DestroyFrameData()
|
|||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
||||
|
||||
SDL_ReleaseGPUBuffer(v->Device, bd->MainWindowFrameData.VertexBuffer);
|
||||
SDL_ReleaseGPUBuffer(v->Device, bd->MainWindowFrameData.IndexBuffer);
|
||||
bd->MainWindowFrameData.VertexBuffer = nullptr;
|
||||
bd->MainWindowFrameData.IndexBuffer = nullptr;
|
||||
bd->MainWindowFrameData.VertexBufferSize = 0;
|
||||
bd->MainWindowFrameData.IndexBufferSize = 0;
|
||||
ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
|
||||
SDL_ReleaseGPUBuffer(v->Device, fd->VertexBuffer);
|
||||
SDL_ReleaseGPUBuffer(v->Device, fd->IndexBuffer);
|
||||
SDL_ReleaseGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
|
||||
SDL_ReleaseGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
|
||||
fd->VertexBuffer = fd->IndexBuffer = nullptr;
|
||||
fd->VertexTransferBuffer = fd->IndexTransferBuffer = nullptr;
|
||||
fd->VertexBufferSize = fd->IndexBufferSize = 0;
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
|
||||
|
|
|
@ -17,7 +17,7 @@
|
|||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
|
||||
// - Unline other backends, the user must call the function Imgui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
|
||||
// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
|
||||
// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
|
||||
|
||||
#pragma once
|
||||
|
@ -38,7 +38,7 @@ struct ImGui_ImplSDLGPU3_InitInfo
|
|||
IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_NewFrame();
|
||||
IMGUI_IMPL_API void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr);
|
||||
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects();
|
||||
|
|
|
@ -26,6 +26,7 @@
|
|||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-04-07: Vulkan: Deep-copy ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo's pColorAttachmentFormats buffer when set, in order to reduce common user-error of specifying a pointer to data that gets out of scope. (#8282)
|
||||
// 2025-02-14: *BREAKING CHANGE*: Added uint32_t api_version to ImGui_ImplVulkan_LoadFunctions().
|
||||
// 2025-02-13: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. Default to header version if unspecified. Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" (without -KHR suffix) on API 1.3. (#8326)
|
||||
// 2025-01-09: Vulkan: Added IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE to clarify how many image sampler descriptors are expected to be available in descriptor pool. (#6642)
|
||||
|
@ -1174,6 +1175,16 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
|
|||
IM_ASSERT(info->RenderPass != VK_NULL_HANDLE);
|
||||
|
||||
bd->VulkanInitInfo = *info;
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
if (v->PipelineRenderingCreateInfo.pColorAttachmentFormats != NULL)
|
||||
{
|
||||
// Deep copy buffer to reduce error-rate for end user (#8282)
|
||||
VkFormat* formats_copy = (VkFormat*)IM_ALLOC(sizeof(VkFormat) * v->PipelineRenderingCreateInfo.colorAttachmentCount);
|
||||
memcpy(formats_copy, v->PipelineRenderingCreateInfo.pColorAttachmentFormats, sizeof(VkFormat) * v->PipelineRenderingCreateInfo.colorAttachmentCount);
|
||||
v->PipelineRenderingCreateInfo.pColorAttachmentFormats = formats_copy;
|
||||
}
|
||||
#endif
|
||||
|
||||
ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
|
||||
|
@ -1187,6 +1198,10 @@ void ImGui_ImplVulkan_Shutdown()
|
|||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplVulkan_DestroyDeviceObjects();
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
IM_FREE((void*)bd->VulkanInitInfo.PipelineRenderingCreateInfo.pColorAttachmentFormats);
|
||||
#endif
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Gamepad support.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
|
@ -335,8 +335,6 @@ static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io)
|
|||
{
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
|
||||
//if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
// return;
|
||||
|
||||
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
|
||||
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Gamepad support.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
|
|
|
@ -35,6 +35,64 @@ HOW TO UPDATE?
|
|||
and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
|
||||
- Please report any issue!
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.92.0 WIP (In Progress)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Breaking changes:
|
||||
|
||||
- Backends: SDL3: Fixed casing typo in function name: (#8509, #8163, #7998, #7988) [@puugz]
|
||||
- Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData()
|
||||
|
||||
Other changes:
|
||||
|
||||
- IO: variations in analog-only components of gamepad events do not interfere
|
||||
with trickling of mouse position events (#4921, #8508)
|
||||
- Windows: fixed SetNextWindowCollapsed()/SetWindowCollapsed() breaking
|
||||
codepath that preserve last contents size when collapsed, resulting in
|
||||
programmatically uncollapsing auto-sizing windows having them flicker size
|
||||
for a frame. (#7691) [@achabense]
|
||||
- Windows: loosened code to allow hovering of resize grips, borders, and table
|
||||
borders while hovering a sibling child window, so that the code in master matches
|
||||
one in docking (they accidentally diverged). (#8554)
|
||||
- TreeNode: added flags to draw tree hierarchy outlines linking parent
|
||||
and tree nodes: (#2920)
|
||||
- ImGuiTreeNodeFlags_DrawLinesNone: No lines drawn (default value in style.TreeLinesFlags).
|
||||
- ImGuiTreeNodeFlags_DrawLinesFull: Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents.
|
||||
- ImGuiTreeNodeFlags_DrawLinesToNodes: Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node.
|
||||
- Added style.TreeLinesFlags which stores the default setting,
|
||||
which may be overriden in individual TreeNode() calls.
|
||||
- Added style.TreeLinesSize (default to 1.0f).
|
||||
- Added ImGuiCol_TreeLines (in default style this is the same as ImGuiCol_Border).
|
||||
- Caveats:
|
||||
- Tree nodes may be used in many creative ways (manually positioning openable
|
||||
nodes in unusual ways, using indent to create tree-looking structures, etc.)
|
||||
and the feature may not accurately represent them in every cases.
|
||||
- The feature adds a little cost as extra data needs to be stored.
|
||||
- Nav: fixed assertion when holding gamepad FaceLeft/West button to open
|
||||
CTRL+Tab windowing + pressing a keyboard key. (#8525)
|
||||
- Error Handling: added better error report and recovery for extraneous
|
||||
EndPopup() call. (#1651, #8499)
|
||||
- Fonts: word-wrapping code handle ideographic comma & full stop (U+3001, U+3002). (#8540)
|
||||
- Fonts: fixed CalcWordWrapPositionA() fallback when width is too small to wrap:
|
||||
would use a +1 offset instead of advancing to the next UTF-8 codepoint. (#8540)
|
||||
- Style, InputText: added ImGuiCol_InputTextCursor to configure color of
|
||||
the InputText cursor/caret. (#7031)
|
||||
- Misc: added extra operators to ImVec4 in IMGUI_DEFINE_MATH_OPERATORS block. (#8510) [@gan74]
|
||||
- Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad
|
||||
regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508)
|
||||
- Backends: SDL2, SDL3: don't attempt to call SDL_CaptureMouse() on drivers where we don't
|
||||
call SDL_GetGlobalMouseState(). This is specifically for Wayland but we currently use
|
||||
the same white-list as SDL_GetGlobalMouseState(). (#8561) [@vs49688]
|
||||
- Backends: SDL3: Update for SDL3 api changes: revert SDL_GetClipboardText()
|
||||
memory ownership change. (#8530, #7801) [@Green-Sky]
|
||||
- Backends: SDLGPU3: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which
|
||||
were unusually slow to recreate every frame. Much faster now. (#8534) [@ocornut, @TheMode]
|
||||
- Backends: Vulkan: Deep-copy ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo's
|
||||
pColorAttachmentFormats buffer when set, in order to reduce common user-error of
|
||||
specifying a pointer to data that gets out of scope. (#8282)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.91.9b (Released 2025-03-17)
|
||||
-----------------------------------------------------------------------
|
||||
|
@ -498,7 +556,7 @@ Other changes:
|
|||
- Set io.ConfigNavCursorVisibleAuto = true (default) to enable automatic toggling
|
||||
of cursor visibility (mouse click hide the cursor, arrow keys makes it visible).
|
||||
- Set io.ConfigNavCursorVisibleAlways to keep cursor always visible.
|
||||
- Nav: added NavSetCursorVisible(bool visible) function to manipulate visibility of
|
||||
- Nav: added SetNavCursorVisible(bool visible) function to manipulate visibility of
|
||||
navigation cursor (e.g. set default state, or after some actions). (#1074, #2048, #7237, #8059)
|
||||
- Nav: added io.ConfigNavEscapeClearFocusItem and io.ConfigNavEscapeClearFocusWindow to change
|
||||
how pressing Escape affects navigation. (#8059, #2048, #1074, #3200)
|
||||
|
@ -615,7 +673,7 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
|
|||
|
||||
Breaking changes:
|
||||
|
||||
- Internals: using multiple overlayed ButtonBehavior() with same ID will now have the
|
||||
- Internals: using multiple overlaid ButtonBehavior() with same ID will now have the
|
||||
io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030)
|
||||
It was one of the rare case where using same ID is legal. Workarounds:
|
||||
- use single ButtonBehavior() call with multiple _MouseButton flags
|
||||
|
|
|
@ -58,7 +58,7 @@ Allegro 5 example. <BR>
|
|||
Android + OpenGL3 (ES) example. <BR>
|
||||
= main.cpp + imgui_impl_android.cpp + imgui_impl_opengl3.cpp
|
||||
|
||||
[example_apple_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_metal/) <BR>
|
||||
[example_apple_metal/](https://github.com/ocornut/imgui/tree/master/examples/example_apple_metal/) <BR>
|
||||
OSX & iOS + Metal example. <BR>
|
||||
= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm <BR>
|
||||
It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
|
||||
// - Unlike other backends, the user must call the function Imgui_ImplSDLGPU_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
|
||||
// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
|
||||
// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
|
||||
|
||||
#include "imgui.h"
|
||||
|
@ -178,8 +178,8 @@ int main(int, char**)
|
|||
|
||||
if (swapchain_texture != nullptr && !is_minimized)
|
||||
{
|
||||
// This is mandatory: call Imgui_ImplSDLGPU3_PrepareDrawData() to upload the vertex/index buffer!
|
||||
Imgui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
|
||||
// This is mandatory: call ImGui_ImplSDLGPU3_PrepareDrawData() to upload the vertex/index buffer!
|
||||
ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
|
||||
|
||||
// Setup and start a render pass
|
||||
SDL_GPUColorTargetInfo target_info = {};
|
||||
|
|
|
@ -336,7 +336,7 @@ typedef struct
|
|||
uSynergyJoystickCallback m_joystickCallback; /* Callback for joystick events */
|
||||
uSynergyClipboardCallback m_clipboardCallback; /* Callback for clipboard events */
|
||||
|
||||
/* State data, used internall by client, initialized by uSynergyInit() */
|
||||
/* State data, used internally by client, initialized by uSynergyInit() */
|
||||
uSynergyBool m_connected; /* Is our socket connected? */
|
||||
uSynergyBool m_hasReceivedHello; /* Have we received a 'Hello' from the server? */
|
||||
uSynergyBool m_isCaptured; /* Is Synergy active (i.e. this client is receiving input messages?) */
|
||||
|
|
108
imgui.cpp
108
imgui.cpp
|
@ -1,4 +1,4 @@
|
|||
// dear imgui, v1.91.9b
|
||||
// dear imgui, v1.92.0 WIP
|
||||
// (main code and documentation)
|
||||
|
||||
// Help:
|
||||
|
@ -477,7 +477,7 @@ CODE
|
|||
- 2024/10/03 (1.91.3) - drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is a still special value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76)
|
||||
- drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include _ClampZeroRange. It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed).
|
||||
although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76)
|
||||
- 2024/09/10 (1.91.2) - internals: using multiple overlayed ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030)
|
||||
- 2024/09/10 (1.91.2) - internals: using multiple overlaid ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030)
|
||||
it was one of the rare case where using same ID is legal. workarounds: (1) use single ButtonBehavior() call with multiple _MouseButton flags, or (2) surround the calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()
|
||||
- 2024/08/23 (1.91.1) - renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. kept inline redirection flag.
|
||||
- 2024/08/22 (1.91.1) - moved some functions from ImGuiIO to ImGuiPlatformIO structure:
|
||||
|
@ -667,7 +667,7 @@ CODE
|
|||
- 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(), ImGui::IsKeyDown(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
|
||||
- IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX)
|
||||
- IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
|
||||
- Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
|
||||
- Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to still function with legacy key codes).
|
||||
- Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
|
||||
- one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
|
||||
- inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
|
||||
|
@ -876,7 +876,7 @@ CODE
|
|||
- renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
|
||||
- renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
|
||||
- 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
|
||||
- 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
|
||||
- 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicitly to fix.
|
||||
- 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
|
||||
- 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
|
||||
- 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
|
||||
|
@ -1360,6 +1360,8 @@ ImGuiStyle::ImGuiStyle()
|
|||
TabBarOverlineSize = 1.0f; // Thickness of tab-bar overline, which highlights the selected tab-bar.
|
||||
TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees).
|
||||
TableAngledHeadersTextAlign = ImVec2(0.5f,0.0f);// Alignment of angled headers within the cell
|
||||
TreeLinesFlags = ImGuiTreeNodeFlags_DrawLinesNone;
|
||||
TreeLinesSize = 1.0f; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines.
|
||||
ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
|
||||
ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
|
||||
SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
|
||||
|
@ -1748,7 +1750,7 @@ void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
|
|||
// On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button.
|
||||
if (ConfigMacOSXBehaviors && mouse_button == 0 && MouseCtrlLeftAsRightClick)
|
||||
{
|
||||
// Order of both statements matterns: this event will still release mouse button 1
|
||||
// Order of both statements matters: this event will still release mouse button 1
|
||||
mouse_button = 1;
|
||||
if (!down)
|
||||
MouseCtrlLeftAsRightClick = false;
|
||||
|
@ -3415,6 +3417,7 @@ static const ImGuiStyleVarInfo GStyleVarsInfo[] =
|
|||
{ 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) }, // ImGuiStyleVar_TabBarOverlineSize
|
||||
{ 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle
|
||||
{ 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign
|
||||
{ 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TreeLinesSize)}, // ImGuiStyleVar_TreeLinesSize
|
||||
{ 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign
|
||||
{ 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
|
||||
{ 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize
|
||||
|
@ -3544,6 +3547,7 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx)
|
|||
case ImGuiCol_ResizeGrip: return "ResizeGrip";
|
||||
case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
|
||||
case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
|
||||
case ImGuiCol_InputTextCursor: return "InputTextCursor";
|
||||
case ImGuiCol_TabHovered: return "TabHovered";
|
||||
case ImGuiCol_Tab: return "Tab";
|
||||
case ImGuiCol_TabSelected: return "TabSelected";
|
||||
|
@ -3562,6 +3566,7 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx)
|
|||
case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
|
||||
case ImGuiCol_TextLink: return "TextLink";
|
||||
case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
|
||||
case ImGuiCol_TreeLines: return "TreeLines";
|
||||
case ImGuiCol_DragDropTarget: return "DragDropTarget";
|
||||
case ImGuiCol_NavCursor: return "NavCursor";
|
||||
case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
|
||||
|
@ -3636,7 +3641,7 @@ 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)
|
||||
// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.
|
||||
// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especially for text above draw_list->DrawList.
|
||||
// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
|
||||
// better advantage of the render function taking size into account for coarse clipping.
|
||||
void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
|
||||
|
@ -4015,9 +4020,11 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
|
|||
|
||||
// All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac...
|
||||
// FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this..
|
||||
ConfigNavWindowingWithGamepad = true;
|
||||
ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab);
|
||||
ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab);
|
||||
NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
|
||||
NavWindowingInputSource = ImGuiInputSource_None;
|
||||
NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
|
||||
NavWindowingToggleLayer = false;
|
||||
NavWindowingToggleKey = ImGuiKey_None;
|
||||
|
@ -5057,7 +5064,7 @@ static bool IsWindowActiveAndVisible(ImGuiWindow* window)
|
|||
}
|
||||
|
||||
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
|
||||
void ImGui::UpdateHoveredWindowAndCaptureFlags()
|
||||
void ImGui::UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiIO& io = g.IO;
|
||||
|
@ -5071,7 +5078,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
|
|||
// - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
|
||||
// - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
|
||||
bool clear_hovered_windows = false;
|
||||
FindHoveredWindowEx(g.IO.MousePos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow);
|
||||
FindHoveredWindowEx(mouse_pos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow);
|
||||
g.HoveredWindowBeforeClear = g.HoveredWindow;
|
||||
|
||||
// Modal windows prevents mouse from hovering behind them.
|
||||
|
@ -5342,7 +5349,7 @@ void ImGui::NewFrame()
|
|||
// Find hovered window
|
||||
// (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
|
||||
// (currently needs to be done after the WasActive=Active loop and FindHoveredWindowEx uses ->Active)
|
||||
UpdateHoveredWindowAndCaptureFlags();
|
||||
UpdateHoveredWindowAndCaptureFlags(g.IO.MousePos);
|
||||
|
||||
// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
|
||||
UpdateMouseMovingWindowNewFrame();
|
||||
|
@ -5524,7 +5531,7 @@ static void InitViewportDrawData(ImGuiViewportP* viewport)
|
|||
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
|
||||
// some frequently called functions which to modify both channels and clipping simultaneously tend to use the
|
||||
// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
|
||||
// - This is analoguous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack,
|
||||
// - This is analogous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack,
|
||||
// which in the case of ClipRect is not so problematic but tends to be more restrictive for fonts.
|
||||
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
|
||||
{
|
||||
|
@ -5617,7 +5624,7 @@ static void ImGui::RenderDimmedBackgrounds()
|
|||
if (window->DrawList->CmdBuffer.Size == 0)
|
||||
window->DrawList->AddDrawCmd();
|
||||
window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
|
||||
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
|
||||
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); // FIXME-DPI
|
||||
window->DrawList->PopClipRect();
|
||||
}
|
||||
}
|
||||
|
@ -5716,7 +5723,7 @@ void ImGui::EndFrame()
|
|||
}
|
||||
|
||||
// Prepare the data for rendering so you can call GetDrawData()
|
||||
// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
|
||||
// (As with anything within the ImGui:: namespace this doesn't touch your GPU or graphics API at all:
|
||||
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
|
||||
void ImGui::Render()
|
||||
{
|
||||
|
@ -7869,7 +7876,7 @@ void ImGui::SetCurrentFont(ImFont* font)
|
|||
g.DrawListSharedData.FontScale = g.FontScale;
|
||||
}
|
||||
|
||||
// Use ImDrawList::_SetTextureID(), making our shared g.FontStack[] authorative against window-local ImDrawList.
|
||||
// Use ImDrawList::_SetTextureID(), making our shared g.FontStack[] authoritative against window-local ImDrawList.
|
||||
// - Whereas ImDrawList::PushTextureID()/PopTextureID() is not to be used across Begin() calls.
|
||||
// - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did...
|
||||
// - Some code paths never really fully worked with multiple atlas textures.
|
||||
|
@ -8227,8 +8234,10 @@ void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond co
|
|||
return;
|
||||
window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
|
||||
|
||||
// Set
|
||||
window->Collapsed = collapsed;
|
||||
// Queue applying in Begin()
|
||||
if (window->WantCollapseToggle)
|
||||
window->Collapsed ^= 1;
|
||||
window->WantCollapseToggle = (window->Collapsed != collapsed);
|
||||
}
|
||||
|
||||
void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
|
||||
|
@ -9867,12 +9876,16 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
|
|||
if (trickle_interleaved_nonchar_keys_and_text && (text_inputted && !key_is_potentially_for_char_input))
|
||||
break;
|
||||
|
||||
if (key_data->Down != e->Key.Down) // Analog change only do not trigger this, so it won't block e.g. further mouse pos events testing key_changed.
|
||||
{
|
||||
key_changed = true;
|
||||
key_changed_mask.SetBit(key_data_index);
|
||||
if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input)
|
||||
key_changed_nonchar = true;
|
||||
}
|
||||
|
||||
key_data->Down = e->Key.Down;
|
||||
key_data->AnalogValue = e->Key.AnalogValue;
|
||||
key_changed = true;
|
||||
key_changed_mask.SetBit(key_data_index);
|
||||
if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input)
|
||||
key_changed_nonchar = true;
|
||||
}
|
||||
else if (e->Type == ImGuiInputEventType_Text)
|
||||
{
|
||||
|
@ -10234,6 +10247,7 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
|
|||
IM_ASSERT(g.Style.WindowBorderHoverPadding > 0.0f && "Invalid style setting!"); // Required otherwise cannot resize from borders.
|
||||
IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
|
||||
IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
|
||||
IM_ASSERT(g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesNone || g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesFull || g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesToNodes);
|
||||
|
||||
// Error handling: we do not accept 100% silent recovery! Please contact me if you feel this is getting in your way.
|
||||
if (g.IO.ConfigErrorRecovery)
|
||||
|
@ -11355,7 +11369,7 @@ bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags ext
|
|||
// - offset visibility to increase visibility around mouse.
|
||||
// - never clamp within outer viewport boundary.
|
||||
// We call SetNextWindowPos() to enforce position and disable clamping.
|
||||
// See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones).
|
||||
// See FindBestWindowPosForPopup() for positioning logic of other tooltips (not drag and drop ones).
|
||||
//ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
|
||||
const bool is_touchscreen = (g.IO.MouseSource == ImGuiMouseSource_TouchScreen);
|
||||
if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) == 0)
|
||||
|
@ -11818,8 +11832,11 @@ void ImGui::EndPopup()
|
|||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls
|
||||
IM_ASSERT(g.BeginPopupStack.Size > 0);
|
||||
if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || g.BeginPopupStack.Size == 0)
|
||||
{
|
||||
IM_ASSERT_USER_ERROR(0, "Calling EndPopup() too many times or in wrong window!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
|
||||
if (g.NavWindow == window)
|
||||
|
@ -12782,7 +12799,7 @@ void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
|
|||
}
|
||||
|
||||
// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere
|
||||
void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data)
|
||||
void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, const ImGuiTreeNodeStackData* tree_node_data)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
g.NavMoveScoringItems = false;
|
||||
|
@ -13769,17 +13786,18 @@ static void ImGui::NavUpdateWindowing()
|
|||
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
|
||||
const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id);
|
||||
const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id);
|
||||
const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_None);
|
||||
const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && Shortcut(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_RouteAlways, owner_id);
|
||||
const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
|
||||
bool just_started_windowing_from_null_focus = false;
|
||||
if (start_windowing_with_gamepad || start_windowing_with_keyboard)
|
||||
if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
|
||||
{
|
||||
g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // Current location
|
||||
if (start_windowing_with_keyboard || g.ConfigNavWindowingWithGamepad)
|
||||
g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // Current location
|
||||
g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
|
||||
g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
|
||||
g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
|
||||
g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
|
||||
g.NavWindowingInputSource = g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
|
||||
if (g.NavWindow == NULL)
|
||||
just_started_windowing_from_null_focus = true;
|
||||
|
||||
|
@ -13789,18 +13807,22 @@ static void ImGui::NavUpdateWindowing()
|
|||
}
|
||||
|
||||
// Gamepad update
|
||||
g.NavWindowingTimer += io.DeltaTime;
|
||||
if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
|
||||
if ((g.NavWindowingTarget || g.NavWindowingToggleLayer) && g.NavWindowingInputSource == ImGuiInputSource_Gamepad)
|
||||
{
|
||||
// Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
|
||||
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
|
||||
|
||||
// Select window to focus
|
||||
const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
|
||||
if (focus_change_dir != 0 && !just_started_windowing_from_null_focus)
|
||||
if (g.NavWindowingTarget != NULL)
|
||||
{
|
||||
NavUpdateWindowingTarget(focus_change_dir);
|
||||
g.NavWindowingHighlightAlpha = 1.0f;
|
||||
// Highlight only appears after a brief time holding the button, so that a fast tap on ImGuiKey_NavGamepadMenu (to toggle NavLayer) doesn't add visual noise
|
||||
// However inputs are accepted immediately, so you press ImGuiKey_NavGamepadMenu + L1/R1 fast.
|
||||
g.NavWindowingTimer += io.DeltaTime;
|
||||
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
|
||||
|
||||
// Select window to focus
|
||||
const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
|
||||
if (focus_change_dir != 0 && !just_started_windowing_from_null_focus)
|
||||
{
|
||||
NavUpdateWindowingTarget(focus_change_dir);
|
||||
g.NavWindowingHighlightAlpha = 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
// Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
|
||||
|
@ -13812,15 +13834,17 @@ static void ImGui::NavUpdateWindowing()
|
|||
else if (!g.NavWindowingToggleLayer)
|
||||
apply_focus_window = g.NavWindowingTarget;
|
||||
g.NavWindowingTarget = NULL;
|
||||
g.NavWindowingToggleLayer = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Keyboard: Focus
|
||||
if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
|
||||
if (g.NavWindowingTarget && g.NavWindowingInputSource == ImGuiInputSource_Keyboard)
|
||||
{
|
||||
// Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
|
||||
ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
|
||||
IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
|
||||
g.NavWindowingTimer += io.DeltaTime;
|
||||
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
|
||||
if ((keyboard_next_window || keyboard_prev_window) && !just_started_windowing_from_null_focus)
|
||||
NavUpdateWindowingTarget(keyboard_next_window ? -1 : +1);
|
||||
|
@ -13838,10 +13862,10 @@ static void ImGui::NavUpdateWindowing()
|
|||
windowing_toggle_layer_start = true;
|
||||
g.NavWindowingToggleLayer = true;
|
||||
g.NavWindowingToggleKey = windowing_toggle_key;
|
||||
g.NavInputSource = ImGuiInputSource_Keyboard;
|
||||
g.NavWindowingInputSource = g.NavInputSource = ImGuiInputSource_Keyboard;
|
||||
break;
|
||||
}
|
||||
if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
|
||||
if (g.NavWindowingToggleLayer && g.NavWindowingInputSource == ImGuiInputSource_Keyboard)
|
||||
{
|
||||
// We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
|
||||
// We cancel toggling nav layer when other modifiers are pressed. (See #4439)
|
||||
|
@ -14304,7 +14328,7 @@ void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_r
|
|||
bool push_clip_rect = !window->ClipRect.Contains(bb_display);
|
||||
if (push_clip_rect)
|
||||
window->DrawList->PushClipRectFullScreen();
|
||||
window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
|
||||
window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); // FIXME-DPI
|
||||
if (push_clip_rect)
|
||||
window->DrawList->PopClipRect();
|
||||
}
|
||||
|
@ -16554,9 +16578,9 @@ void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int wi
|
|||
ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
|
||||
//BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
|
||||
DebugNodeWindow(window, buf);
|
||||
Indent();
|
||||
TreePush(buf);
|
||||
DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
|
||||
Unindent();
|
||||
TreePop();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
31
imgui.h
31
imgui.h
|
@ -1,4 +1,4 @@
|
|||
// dear imgui, v1.91.9b
|
||||
// dear imgui, v1.92.0 WIP
|
||||
// (headers)
|
||||
|
||||
// Help:
|
||||
|
@ -28,8 +28,8 @@
|
|||
|
||||
// Library Version
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
|
||||
#define IMGUI_VERSION "1.91.9b"
|
||||
#define IMGUI_VERSION_NUM 19191
|
||||
#define IMGUI_VERSION "1.92.0 WIP"
|
||||
#define IMGUI_VERSION_NUM 19193
|
||||
#define IMGUI_HAS_TABLE
|
||||
|
||||
/*
|
||||
|
@ -696,7 +696,7 @@ namespace ImGui
|
|||
// - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
|
||||
// - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result.
|
||||
// - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
|
||||
// - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
|
||||
// - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analogous to how Combos are created.
|
||||
// - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth
|
||||
// - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items
|
||||
IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
|
||||
|
@ -1022,7 +1022,7 @@ namespace ImGui
|
|||
IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
|
||||
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
|
||||
IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
|
||||
IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
|
||||
IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instructs your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
|
||||
|
||||
// Clipboard Utilities
|
||||
// - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
|
||||
|
@ -1214,6 +1214,12 @@ enum ImGuiTreeNodeFlags_
|
|||
ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 17, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
|
||||
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
|
||||
|
||||
// [EXPERIMENTAL] Draw lines connecting TreeNode hierarchy. Discuss in GitHub issue #2920.
|
||||
// Default value is pulled from style.TreeLinesFlags. May be overridden in TreeNode calls.
|
||||
ImGuiTreeNodeFlags_DrawLinesNone = 1 << 18, // No lines drawn
|
||||
ImGuiTreeNodeFlags_DrawLinesFull = 1 << 19, // Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents.
|
||||
ImGuiTreeNodeFlags_DrawLinesToNodes = 1 << 20, // Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node. A little bit slower.
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
|
||||
ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth,// Renamed in 1.90.7
|
||||
|
@ -1648,6 +1654,7 @@ enum ImGuiCol_
|
|||
ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
|
||||
ImGuiCol_ResizeGripHovered,
|
||||
ImGuiCol_ResizeGripActive,
|
||||
ImGuiCol_InputTextCursor, // InputText cursor/caret
|
||||
ImGuiCol_TabHovered, // Tab background, when hovered
|
||||
ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected
|
||||
ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected
|
||||
|
@ -1665,7 +1672,8 @@ enum ImGuiCol_
|
|||
ImGuiCol_TableRowBg, // Table row background (even rows)
|
||||
ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
|
||||
ImGuiCol_TextLink, // Hyperlink color
|
||||
ImGuiCol_TextSelectedBg,
|
||||
ImGuiCol_TextSelectedBg, // Selected text inside an InputText
|
||||
ImGuiCol_TreeLines, // Tree node hierarchy outlines when using ImGuiTreeNodeFlags_DrawLines
|
||||
ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
|
||||
ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible
|
||||
ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
|
||||
|
@ -1721,6 +1729,7 @@ enum ImGuiStyleVar_
|
|||
ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize
|
||||
ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle
|
||||
ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign
|
||||
ImGuiStyleVar_TreeLinesSize, // float TreeLinesSize
|
||||
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
|
||||
ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
|
||||
ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
|
||||
|
@ -2180,6 +2189,8 @@ struct ImGuiStyle
|
|||
float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar.
|
||||
float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
|
||||
ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
|
||||
ImGuiTreeNodeFlags TreeLinesFlags; // Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes.
|
||||
float TreeLinesSize; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines.
|
||||
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
|
||||
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
|
||||
ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
|
||||
|
@ -2730,6 +2741,7 @@ struct ImGuiListClipper
|
|||
#ifdef IMGUI_DEFINE_MATH_OPERATORS
|
||||
#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
|
||||
IM_MSVC_RUNTIME_CHECKS_OFF
|
||||
// ImVec2 operators
|
||||
static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
|
||||
static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
|
||||
static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
|
||||
|
@ -2745,9 +2757,14 @@ static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x
|
|||
static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
|
||||
static inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; }
|
||||
static inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; }
|
||||
// ImVec4 operators
|
||||
static inline ImVec4 operator*(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x * rhs, lhs.y * rhs, lhs.z * rhs, lhs.w * rhs); }
|
||||
static inline ImVec4 operator/(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x / rhs, lhs.y / rhs, lhs.z / rhs, lhs.w / rhs); }
|
||||
static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }
|
||||
static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }
|
||||
static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
|
||||
static inline ImVec4 operator/(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x / rhs.x, lhs.y / rhs.y, lhs.z / rhs.z, lhs.w / rhs.w); }
|
||||
static inline ImVec4 operator-(const ImVec4& lhs) { return ImVec4(-lhs.x, -lhs.y, -lhs.z, -lhs.w); }
|
||||
static inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; }
|
||||
static inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; }
|
||||
IM_MSVC_RUNTIME_CHECKS_RESTORE
|
||||
|
@ -3287,7 +3304,7 @@ struct ImFontConfig
|
|||
float GlyphExtraAdvanceX; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this.
|
||||
unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
|
||||
float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future.
|
||||
float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered.
|
||||
float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered.
|
||||
ImWchar EllipsisChar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
|
||||
|
||||
// [Internal]
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
// dear imgui, v1.91.9b
|
||||
// dear imgui, v1.92.0 WIP
|
||||
// (demo code)
|
||||
|
||||
// Help:
|
||||
|
@ -2388,7 +2388,7 @@ static const char* ExampleNames[] =
|
|||
struct ExampleSelectionWithDeletion : ImGuiSelectionBasicStorage
|
||||
{
|
||||
// Find which item should be Focused after deletion.
|
||||
// Call _before_ item submission. Retunr an index in the before-deletion item list, your item loop should call SetKeyboardFocusHere() on it.
|
||||
// Call _before_ item submission. Return an index in the before-deletion item list, your item loop should call SetKeyboardFocusHere() on it.
|
||||
// The subsequent ApplyDeletionPostLoop() code will use it to apply Selection.
|
||||
// - We cannot provide this logic in core Dear ImGui because we don't have access to selection data.
|
||||
// - We don't actually manipulate the ImVector<> here, only in ApplyDeletionPostLoop(), but using similar API for consistency and flexibility.
|
||||
|
@ -3920,6 +3920,7 @@ static void DemoWindowWidgetsTreeNodes()
|
|||
IMGUI_DEMO_MARKER("Widgets/Tree Nodes");
|
||||
if (ImGui::TreeNode("Tree Nodes"))
|
||||
{
|
||||
// See see "Examples -> Property Editor" (ShowExampleAppPropertyEditor() function) for a fancier, data-driven tree.
|
||||
IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees");
|
||||
if (ImGui::TreeNode("Basic trees"))
|
||||
{
|
||||
|
@ -3946,6 +3947,35 @@ static void DemoWindowWidgetsTreeNodes()
|
|||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Hierarchy lines");
|
||||
if (ImGui::TreeNode("Hierarchy lines"))
|
||||
{
|
||||
static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DefaultOpen;
|
||||
HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags");
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesNone", &base_flags, ImGuiTreeNodeFlags_DrawLinesNone);
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesFull", &base_flags, ImGuiTreeNodeFlags_DrawLinesFull);
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesToNodes", &base_flags, ImGuiTreeNodeFlags_DrawLinesToNodes);
|
||||
|
||||
if (ImGui::TreeNodeEx("Parent", base_flags))
|
||||
{
|
||||
if (ImGui::TreeNodeEx("Child 1", base_flags))
|
||||
{
|
||||
ImGui::Button("Button for Child 1");
|
||||
ImGui::TreePop();
|
||||
}
|
||||
if (ImGui::TreeNodeEx("Child 2", base_flags))
|
||||
{
|
||||
ImGui::Button("Button for Child 2");
|
||||
ImGui::TreePop();
|
||||
}
|
||||
ImGui::Text("Remaining contents");
|
||||
ImGui::Text("Remaining contents");
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes");
|
||||
if (ImGui::TreeNode("Advanced, with Selectable nodes"))
|
||||
{
|
||||
|
@ -3964,6 +3994,12 @@ static void DemoWindowWidgetsTreeNodes()
|
|||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap);
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)");
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsBackHere", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsBackHere);
|
||||
|
||||
HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags");
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesNone", &base_flags, ImGuiTreeNodeFlags_DrawLinesNone);
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesFull", &base_flags, ImGuiTreeNodeFlags_DrawLinesFull);
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesToNodes", &base_flags, ImGuiTreeNodeFlags_DrawLinesToNodes);
|
||||
|
||||
ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position);
|
||||
ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop);
|
||||
ImGui::Text("Hello!");
|
||||
|
@ -4607,10 +4643,11 @@ static void DemoWindowLayout()
|
|||
ImGui::SmallButton("SmallButton()");
|
||||
|
||||
// Tree
|
||||
// (here the node appears after a button and has odd intent, so we use ImGuiTreeNodeFlags_DrawLinesNone to disable hierarchy outline)
|
||||
const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
|
||||
ImGui::Button("Button##1");
|
||||
ImGui::SameLine(0.0f, spacing);
|
||||
if (ImGui::TreeNode("Node##1"))
|
||||
if (ImGui::TreeNodeEx("Node##1", ImGuiTreeNodeFlags_DrawLinesNone))
|
||||
{
|
||||
// Placeholder tree data
|
||||
for (int i = 0; i < 6; i++)
|
||||
|
@ -5399,7 +5436,7 @@ struct MyItem
|
|||
return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1;
|
||||
}
|
||||
|
||||
// qsort() is instable so always return a way to differenciate items.
|
||||
// qsort() is instable so always return a way to differentiate items.
|
||||
// Your own compare function may want to avoid fallback on implicit sort specs.
|
||||
// e.g. a Name compare if it wasn't already part of the sort specs.
|
||||
return (a->ID - b->ID);
|
||||
|
@ -6592,7 +6629,7 @@ static void DemoWindowTables()
|
|||
{
|
||||
static ImGuiTableFlags table_flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody;
|
||||
|
||||
static ImGuiTreeNodeFlags tree_node_flags_base = ImGuiTreeNodeFlags_SpanAllColumns;
|
||||
static ImGuiTreeNodeFlags tree_node_flags_base = ImGuiTreeNodeFlags_SpanAllColumns | ImGuiTreeNodeFlags_DefaultOpen | ImGuiTreeNodeFlags_DrawLinesFull;
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanFullWidth);
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanLabelWidth);
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanAllColumns);
|
||||
|
@ -7762,7 +7799,7 @@ static void DemoWindowInputs()
|
|||
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
|
||||
|
||||
// 2: InputText also polling for CTRL+A: it always uses _RouteFocused internally (gets priority when active)
|
||||
// (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h)
|
||||
// (Commented because the owner-aware version of Shortcut() is still in imgui_internal.h)
|
||||
//char str[16] = "Press CTRL+A";
|
||||
//ImGui::Spacing();
|
||||
//ImGui::InputText("InputTextB", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly);
|
||||
|
@ -7789,7 +7826,7 @@ static void DemoWindowInputs()
|
|||
{
|
||||
ImGui::Text("(in PopupF)");
|
||||
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
|
||||
// (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h)
|
||||
// (Commented because the owner-aware version of Shortcut() is still in imgui_internal.h)
|
||||
//ImGui::InputText("InputTextG", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly);
|
||||
//ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, ImGui::GetItemID()) ? "PRESSED" : "...");
|
||||
ImGui::EndPopup();
|
||||
|
@ -8139,6 +8176,14 @@ bool ImGui::ShowStyleSelector(const char* label)
|
|||
return false;
|
||||
}
|
||||
|
||||
static const char* GetTreeLinesFlagsName(ImGuiTreeNodeFlags flags)
|
||||
{
|
||||
if (flags == ImGuiTreeNodeFlags_DrawLinesNone) return "DrawLinesNone";
|
||||
if (flags == ImGuiTreeNodeFlags_DrawLinesFull) return "DrawLinesFull";
|
||||
if (flags == ImGuiTreeNodeFlags_DrawLinesToNodes) return "DrawLinesToNodes";
|
||||
return "";
|
||||
}
|
||||
|
||||
void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
{
|
||||
IMGUI_DEMO_MARKER("Tools/Style Editor");
|
||||
|
@ -8233,6 +8278,15 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
|||
style.WindowMenuButtonPosition = (ImGuiDir)(window_menu_button_position - 1);
|
||||
|
||||
ImGui::SeparatorText("Widgets");
|
||||
if (ImGui::BeginCombo("TreeLinesFlags", GetTreeLinesFlagsName(style.TreeLinesFlags)))
|
||||
{
|
||||
const ImGuiTreeNodeFlags options[] = { ImGuiTreeNodeFlags_DrawLinesNone, ImGuiTreeNodeFlags_DrawLinesFull, ImGuiTreeNodeFlags_DrawLinesToNodes };
|
||||
for (ImGuiTreeNodeFlags option : options)
|
||||
if (ImGui::Selectable(GetTreeLinesFlagsName(option), style.TreeLinesFlags == option))
|
||||
style.TreeLinesFlags = option;
|
||||
ImGui::EndCombo();
|
||||
}
|
||||
ImGui::SliderFloat("TreeLinesSize", &style.TreeLinesSize, 0.0f, 1.0f, "%.0f");
|
||||
ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0");
|
||||
ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f");
|
||||
ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content.");
|
||||
|
@ -9285,8 +9339,10 @@ struct ExampleAppPropertyEditor
|
|||
ImGui::TableNextColumn();
|
||||
ImGui::PushID(node->UID);
|
||||
ImGuiTreeNodeFlags tree_flags = ImGuiTreeNodeFlags_None;
|
||||
tree_flags |= ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; // Standard opening mode as we are likely to want to add selection afterwards
|
||||
tree_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Left arrow support
|
||||
tree_flags |= ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;// Standard opening mode as we are likely to want to add selection afterwards
|
||||
tree_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Left arrow support
|
||||
tree_flags |= ImGuiTreeNodeFlags_SpanFullWidth; // Span full width for easier mouse reach
|
||||
tree_flags |= ImGuiTreeNodeFlags_DrawLinesToNodes; // Always draw hierarchy outlines
|
||||
if (node == VisibleNode)
|
||||
tree_flags |= ImGuiTreeNodeFlags_Selected;
|
||||
if (node->Childs.Size == 0)
|
||||
|
@ -10368,7 +10424,7 @@ struct ExampleAssetsBrowser
|
|||
Selection.Clear();
|
||||
}
|
||||
|
||||
// Logic would be written in the main code BeginChild() and outputing to local variables.
|
||||
// Logic would be written in the main code BeginChild() and outputting to local variables.
|
||||
// We extracted it into a function so we can call it easily from multiple places.
|
||||
void UpdateLayoutSizes(float avail_width)
|
||||
{
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
// dear imgui, v1.91.9b
|
||||
// dear imgui, v1.92.0 WIP
|
||||
// (drawing and font code)
|
||||
|
||||
/*
|
||||
|
@ -217,6 +217,7 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
|
|||
colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f);
|
||||
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
|
||||
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
|
||||
colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text];
|
||||
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
|
||||
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
|
||||
colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
|
||||
|
@ -235,6 +236,7 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
|
|||
colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f);
|
||||
colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
|
||||
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
|
||||
colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border];
|
||||
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
|
||||
colors[ImGuiCol_NavCursor] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
|
||||
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
|
||||
|
@ -280,6 +282,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
|
|||
colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f);
|
||||
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);
|
||||
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);
|
||||
colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text];
|
||||
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
|
||||
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
|
||||
colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
|
||||
|
@ -298,6 +301,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
|
|||
colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f);
|
||||
colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
|
||||
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
|
||||
colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border];
|
||||
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
|
||||
colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered];
|
||||
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
|
||||
|
@ -344,6 +348,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
|
|||
colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f);
|
||||
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
|
||||
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
|
||||
colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text];
|
||||
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
|
||||
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f);
|
||||
colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
|
||||
|
@ -362,6 +367,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
|
|||
colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f);
|
||||
colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
|
||||
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
|
||||
colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border];
|
||||
colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
|
||||
colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered];
|
||||
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
|
||||
|
@ -853,7 +859,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
|
|||
dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area
|
||||
dm_y *= half_draw_size;
|
||||
|
||||
// Add temporary vertexes for the outer edges
|
||||
// Add temporary vertices for the outer edges
|
||||
ImVec2* out_vtx = &temp_points[i2 * 2];
|
||||
out_vtx[0].x = points[i2].x + dm_x;
|
||||
out_vtx[0].y = points[i2].y + dm_y;
|
||||
|
@ -880,7 +886,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
|
|||
idx1 = idx2;
|
||||
}
|
||||
|
||||
// Add vertexes for each point on the line
|
||||
// Add vertices for each point on the line
|
||||
if (use_texture)
|
||||
{
|
||||
// If we're using textures we only need to emit the left/right edge vertices
|
||||
|
@ -4006,7 +4012,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
|
|||
}
|
||||
|
||||
// Allow wrapping after punctuation.
|
||||
inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"');
|
||||
inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"' && c != 0x3001 && c != 0x3002);
|
||||
}
|
||||
|
||||
// We ignore blank width at the end of the line (they can be skipped)
|
||||
|
@ -4024,7 +4030,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
|
|||
// Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
|
||||
// +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol).
|
||||
if (s == text && text < text_end)
|
||||
return s + 1;
|
||||
return s + ImTextCountUtf8BytesFromChar(s, text_end);
|
||||
return s;
|
||||
}
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
// dear imgui, v1.91.9b
|
||||
// dear imgui, v1.92.0 WIP
|
||||
// (internal structures/api)
|
||||
|
||||
// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
|
||||
|
@ -994,9 +994,11 @@ enum ImGuiSelectableFlagsPrivate_
|
|||
// Extend ImGuiTreeNodeFlags_
|
||||
enum ImGuiTreeNodeFlagsPrivate_
|
||||
{
|
||||
ImGuiTreeNodeFlags_NoNavFocus = 1 << 27,// Don't claim nav focus when interacting with this item (#8551)
|
||||
ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28,// FIXME-WIP: Hard-coded for CollapsingHeader()
|
||||
ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29,// FIXME-WIP: Turn Down arrow into an Up arrow, for reversed trees (#6517)
|
||||
ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow,
|
||||
ImGuiTreeNodeFlags_DrawLinesMask_ = ImGuiTreeNodeFlags_DrawLinesNone | ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes,
|
||||
};
|
||||
|
||||
enum ImGuiSeparatorFlags_
|
||||
|
@ -1290,8 +1292,10 @@ struct ImGuiTreeNodeStackData
|
|||
{
|
||||
ImGuiID ID;
|
||||
ImGuiTreeNodeFlags TreeFlags;
|
||||
ImGuiItemFlags ItemFlags; // Used for nav landing
|
||||
ImRect NavRect; // Used for nav landing
|
||||
ImGuiItemFlags ItemFlags; // Used for nav landing
|
||||
ImRect NavRect; // Used for nav landing
|
||||
float DrawLinesX1;
|
||||
float DrawLinesY2;
|
||||
};
|
||||
|
||||
// sizeof() = 20
|
||||
|
@ -2240,6 +2244,7 @@ struct ImGuiContext
|
|||
bool NavJustMovedToHasSelectionData; // Copy of move result's ItemFlags & ImGuiItemFlags_HasSelectionUserData). Maybe we should just store ImGuiNavItemData.
|
||||
|
||||
// Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
|
||||
bool ConfigNavWindowingWithGamepad; // = true. Enable CTRL+TAB by holding ImGuiKey_GamepadFaceLeft (== ImGuiKey_NavGamepadMenu). When false, the button may still be used to toggle Menu layer.
|
||||
ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). For reconfiguration (see #4828)
|
||||
ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X)
|
||||
ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!
|
||||
|
@ -2247,6 +2252,7 @@ struct ImGuiContext
|
|||
ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents
|
||||
float NavWindowingTimer;
|
||||
float NavWindowingHighlightAlpha;
|
||||
ImGuiInputSource NavWindowingInputSource;
|
||||
bool NavWindowingToggleLayer;
|
||||
ImGuiKey NavWindowingToggleKey;
|
||||
ImVec2 NavWindowingAccumDeltaPos;
|
||||
|
@ -3049,7 +3055,7 @@ namespace ImGui
|
|||
|
||||
// NewFrame
|
||||
IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs);
|
||||
IMGUI_API void UpdateHoveredWindowAndCaptureFlags();
|
||||
IMGUI_API void UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos);
|
||||
IMGUI_API void FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window);
|
||||
IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window);
|
||||
IMGUI_API void UpdateMouseMovingWindowNewFrame();
|
||||
|
@ -3175,7 +3181,7 @@ namespace ImGui
|
|||
IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
|
||||
IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
|
||||
IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result);
|
||||
IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data);
|
||||
IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, const ImGuiTreeNodeStackData* tree_node_data);
|
||||
IMGUI_API void NavMoveRequestCancel();
|
||||
IMGUI_API void NavMoveRequestApplyResult();
|
||||
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
|
||||
|
@ -3461,6 +3467,7 @@ namespace ImGui
|
|||
|
||||
// Widgets: Tree Nodes
|
||||
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
|
||||
IMGUI_API void TreeNodeDrawLineToChildNode(const ImVec2& target_pos);
|
||||
IMGUI_API void TreePushOverrideID(ImGuiID id);
|
||||
IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id);
|
||||
IMGUI_API void TreeNodeSetOpen(ImGuiID storage_id, bool open);
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
// dear imgui, v1.91b
|
||||
// dear imgui, v1.92.0 WIP
|
||||
// (tables and columns code)
|
||||
|
||||
/*
|
||||
|
@ -451,6 +451,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
|||
// But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable().
|
||||
table->WorkRect = table->OuterRect = table->InnerRect = outer_rect;
|
||||
table->HasScrollbarYPrev = table->HasScrollbarYCurr = false;
|
||||
table->InnerWindow->DC.TreeDepth++; // This is designed to always linking ImGuiTreeNodeFlags_DrawLines linking accross a table
|
||||
}
|
||||
|
||||
// Push a standardized ID for both child-using and not-child-using tables
|
||||
|
@ -1510,6 +1511,7 @@ void ImGui::EndTable()
|
|||
}
|
||||
else
|
||||
{
|
||||
table->InnerWindow->DC.TreeDepth--;
|
||||
ItemSize(table->OuterRect.GetSize());
|
||||
ItemAdd(table->OuterRect, 0);
|
||||
}
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
// dear imgui, v1.91b
|
||||
// dear imgui, v1.92.0 WIP
|
||||
// (widgets code)
|
||||
|
||||
/*
|
||||
|
@ -494,7 +494,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args)
|
|||
// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);'
|
||||
// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading.
|
||||
// - Since v1.91.2 (Sept 2024) we included io.ConfigDebugHighlightIdConflicts feature.
|
||||
// One idiom which was previously valid which will now emit a warning is when using multiple overlayed ButtonBehavior()
|
||||
// One idiom which was previously valid which will now emit a warning is when using multiple overlaid ButtonBehavior()
|
||||
// with same ID and different MouseButton (see #8030). You can fix it by:
|
||||
// (1) switching to use a single ButtonBehavior() with multiple _MouseButton flags.
|
||||
// or (2) surrounding those calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()
|
||||
|
@ -518,7 +518,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
|||
flags |= (item_flags & ImGuiItemFlags_ButtonRepeat) ? ImGuiButtonFlags_PressedOnClick : ImGuiButtonFlags_PressedOnDefault_;
|
||||
|
||||
ImGuiWindow* backup_hovered_window = g.HoveredWindow;
|
||||
const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window;
|
||||
const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window->RootWindow;
|
||||
if (flatten_hovered_children)
|
||||
g.HoveredWindow = window;
|
||||
|
||||
|
@ -867,11 +867,12 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)
|
|||
if (hovered)
|
||||
window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col);
|
||||
RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact);
|
||||
ImU32 cross_col = GetColorU32(ImGuiCol_Text);
|
||||
ImVec2 cross_center = bb.GetCenter() - ImVec2(0.5f, 0.5f);
|
||||
float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f;
|
||||
window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, +cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f);
|
||||
window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f);
|
||||
const ImU32 cross_col = GetColorU32(ImGuiCol_Text);
|
||||
const ImVec2 cross_center = bb.GetCenter() - ImVec2(0.5f, 0.5f);
|
||||
const float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f;
|
||||
const float cross_thickness = 1.0f; // FIXME-DPI
|
||||
window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, +cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, cross_thickness);
|
||||
window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, +cross_extent), cross_col, cross_thickness);
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
@ -1478,7 +1479,7 @@ bool ImGui::TextLink(const char* label)
|
|||
}
|
||||
|
||||
float line_y = bb.Max.y + ImFloor(g.Font->Descent * g.FontScale * 0.20f);
|
||||
window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y), GetColorU32(line_colf)); // FIXME-TEXT: Underline mode.
|
||||
window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y), GetColorU32(line_colf)); // FIXME-TEXT: Underline mode // FIXME-DPI
|
||||
|
||||
PushStyleColor(ImGuiCol_Text, GetColorU32(text_colf));
|
||||
RenderText(bb.Min, label, label_end);
|
||||
|
@ -3890,7 +3891,7 @@ bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, si
|
|||
return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);
|
||||
}
|
||||
|
||||
// This is only used in the path where the multiline widget is inactivate.
|
||||
// This is only used in the path where the multiline widget is inactive.
|
||||
static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end)
|
||||
{
|
||||
int line_count = 0;
|
||||
|
@ -4647,7 +4648,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
|||
if (g.ActiveId == id)
|
||||
{
|
||||
// Declare some inputs, the other are registered and polled via Shortcut() routing system.
|
||||
// FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combinaison into individual shortcuts.
|
||||
// FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combination into individual shortcuts.
|
||||
const ImGuiKey always_owned_keys[] = { ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Enter, ImGuiKey_KeypadEnter, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Home, ImGuiKey_End };
|
||||
for (ImGuiKey key : always_owned_keys)
|
||||
SetKeyOwner(key, id);
|
||||
|
@ -5339,7 +5340,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
|||
ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll);
|
||||
ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);
|
||||
if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
|
||||
draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text));
|
||||
draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_InputTextCursor), 1.0f); // FIXME-DPI: Cursor thickness (#7031)
|
||||
|
||||
// Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
|
||||
if (!is_readonly)
|
||||
|
@ -6207,7 +6208,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
|
|||
if (g.Style.FrameBorderSize > 0.0f)
|
||||
RenderFrameBorder(bb.Min, bb.Max, rounding);
|
||||
else
|
||||
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color buttons are often in need of some sort of border
|
||||
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color buttons are often in need of some sort of border // FIXME-DPI
|
||||
}
|
||||
|
||||
// Drag and Drop Source
|
||||
|
@ -6389,6 +6390,7 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl
|
|||
// - TreeNodeV()
|
||||
// - TreeNodeEx()
|
||||
// - TreeNodeExV()
|
||||
// - TreeNodeStoreStackData() [Internal]
|
||||
// - TreeNodeBehavior() [Internal]
|
||||
// - TreePush()
|
||||
// - TreePop()
|
||||
|
@ -6547,17 +6549,21 @@ bool ImGui::TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags)
|
|||
|
||||
// Store ImGuiTreeNodeStackData for just submitted node.
|
||||
// Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase.
|
||||
static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags)
|
||||
static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags, float x1)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
|
||||
g.TreeNodeStack.resize(g.TreeNodeStack.Size + 1);
|
||||
ImGuiTreeNodeStackData* tree_node_data = &g.TreeNodeStack.back();
|
||||
ImGuiTreeNodeStackData* tree_node_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1];
|
||||
tree_node_data->ID = g.LastItemData.ID;
|
||||
tree_node_data->TreeFlags = flags;
|
||||
tree_node_data->ItemFlags = g.LastItemData.ItemFlags;
|
||||
tree_node_data->NavRect = g.LastItemData.NavRect;
|
||||
|
||||
// Initially I tried to latch value for GetColorU32(ImGuiCol_TreeLines) but it's not a good trade-off for very large trees.
|
||||
tree_node_data->DrawLinesX1 = (flags & (ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes)) ? x1 : +FLT_MAX;
|
||||
tree_node_data->DrawLinesY2 = -FLT_MAX;
|
||||
window->DC.TreeHasStackDataDepthMask |= (1 << window->DC.TreeDepth);
|
||||
}
|
||||
|
||||
|
@ -6633,18 +6639,28 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
|||
// For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
|
||||
// It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default or move it to ImGuiStyle.
|
||||
bool store_tree_node_stack_data = false;
|
||||
if (!(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
|
||||
if ((flags & ImGuiTreeNodeFlags_DrawLinesMask_) == 0)
|
||||
flags |= g.Style.TreeLinesFlags;
|
||||
const bool draw_tree_lines = (flags & (ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes)) && (frame_bb.Min.y < window->ClipRect.Max.y);// && (g.Style.TreeLinesSize > 0.0f);
|
||||
if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
|
||||
{
|
||||
if ((flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && is_open && !g.NavIdIsAlive)
|
||||
if ((flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !g.NavIdIsAlive)
|
||||
if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
|
||||
store_tree_node_stack_data = true;
|
||||
if (draw_tree_lines)
|
||||
store_tree_node_stack_data = true;
|
||||
}
|
||||
|
||||
const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;
|
||||
if (!is_visible)
|
||||
{
|
||||
if (store_tree_node_stack_data && is_open)
|
||||
TreeNodeStoreStackData(flags); // Call before TreePushOverrideID()
|
||||
if (draw_tree_lines && (flags & ImGuiTreeNodeFlags_DrawLinesToNodes) && (window->DC.TreeHasStackDataDepthMask & (1 << window->DC.TreeDepth)))
|
||||
{
|
||||
ImGuiTreeNodeStackData* parent_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1];
|
||||
parent_data->DrawLinesY2 = ImMax(parent_data->DrawLinesY2, window->DC.CursorPos.y); // Don't need to aim to mid Y position as we are clipped anyway.
|
||||
}
|
||||
if (is_open && store_tree_node_stack_data)
|
||||
TreeNodeStoreStackData(flags, text_pos.x - text_offset_x); // Call before TreePushOverrideID()
|
||||
if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
|
||||
TreePushOverrideID(id);
|
||||
IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));
|
||||
|
@ -6690,6 +6706,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
|||
button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
|
||||
else
|
||||
button_flags |= ImGuiButtonFlags_PressedOnClickRelease;
|
||||
if (flags & ImGuiTreeNodeFlags_NoNavFocus)
|
||||
button_flags |= ImGuiButtonFlags_NoNavFocus;
|
||||
|
||||
bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0;
|
||||
const bool was_selected = selected;
|
||||
|
@ -6804,6 +6822,9 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
|||
LogSetNextTextDecoration(">", NULL);
|
||||
}
|
||||
|
||||
if (draw_tree_lines)
|
||||
TreeNodeDrawLineToChildNode(ImVec2(text_pos.x - text_offset_x, text_pos.y + g.FontSize * 0.5f));
|
||||
|
||||
if (span_all_columns && !span_all_columns_label)
|
||||
TablePopBackgroundChannel();
|
||||
|
||||
|
@ -6818,7 +6839,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
|||
}
|
||||
|
||||
if (store_tree_node_stack_data && is_open)
|
||||
TreeNodeStoreStackData(flags); // Call before TreePushOverrideID()
|
||||
TreeNodeStoreStackData(flags, text_pos.x - text_offset_x); // Call before TreePushOverrideID()
|
||||
if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
|
||||
TreePushOverrideID(id); // Could use TreePush(label) but this avoid computing twice
|
||||
|
||||
|
@ -6826,6 +6847,23 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
|||
return is_open;
|
||||
}
|
||||
|
||||
// Draw horizontal line from our parent node
|
||||
// This is only called for visible child nodes so we are not too fussy anymore about performances
|
||||
void ImGui::TreeNodeDrawLineToChildNode(const ImVec2& target_pos)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
if ((window->DC.TreeHasStackDataDepthMask & (1 << (window->DC.TreeDepth - 1))) == 0)
|
||||
return;
|
||||
|
||||
ImGuiTreeNodeStackData* parent_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1];
|
||||
float x1 = parent_data->DrawLinesX1 + ImTrunc(g.FontSize * 0.5f + g.Style.FramePadding.x); // GetTreeNodeToLabelSpacing() * 0.5f
|
||||
float y = ImTrunc(target_pos.y);
|
||||
parent_data->DrawLinesY2 = ImMax(parent_data->DrawLinesY2, y);
|
||||
if (x1 < target_pos.x)
|
||||
window->DrawList->AddLine(ImVec2(x1, y), ImVec2(target_pos.x, y), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize);
|
||||
}
|
||||
|
||||
void ImGui::TreePush(const char* str_id)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
|
@ -6862,7 +6900,7 @@ void ImGui::TreePop()
|
|||
|
||||
if (window->DC.TreeHasStackDataDepthMask & tree_depth_mask) // Only set during request
|
||||
{
|
||||
ImGuiTreeNodeStackData* data = &g.TreeNodeStack.back();
|
||||
const ImGuiTreeNodeStackData* data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1];
|
||||
IM_ASSERT(data->ID == window->IDStack.back());
|
||||
if (data->TreeFlags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere)
|
||||
{
|
||||
|
@ -6870,6 +6908,18 @@ void ImGui::TreePop()
|
|||
if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
|
||||
NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, data);
|
||||
}
|
||||
if (data->DrawLinesX1 != +FLT_MAX && window->DC.CursorPos.y >= window->ClipRect.Min.y)
|
||||
{
|
||||
// Draw vertical line of the hierarchy
|
||||
float y1 = ImMax(data->NavRect.Max.y, window->ClipRect.Min.y);
|
||||
float y2 = (data->TreeFlags & ImGuiTreeNodeFlags_DrawLinesToNodes) ? data->DrawLinesY2 : ImTrunc(window->DC.CursorPos.y - g.Style.ItemSpacing.y - g.FontSize * 0.5f);
|
||||
y2 = ImMin(y2, window->ClipRect.Max.y);
|
||||
if (y1 < y2)
|
||||
{
|
||||
float x = data->DrawLinesX1 + ImTrunc(g.FontSize * 0.5f + g.Style.FramePadding.x); // GetTreeNodeToLabelSpacing() * 0.5f
|
||||
window->DrawList->AddLine(ImVec2(x, y1), ImVec2(x, y2), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize);
|
||||
}
|
||||
}
|
||||
g.TreeNodeStack.pop_back();
|
||||
window->DC.TreeHasStackDataDepthMask &= ~tree_depth_mask;
|
||||
}
|
||||
|
@ -7486,7 +7536,7 @@ void ImGui::EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flag
|
|||
ImRect box_select_r = bs->BoxSelectRectCurr;
|
||||
box_select_r.ClipWith(scope_rect);
|
||||
window->DrawList->AddRectFilled(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_SeparatorHovered, 0.30f)); // FIXME-MULTISELECT: Styling
|
||||
window->DrawList->AddRect(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_NavCursor)); // FIXME-MULTISELECT: Styling
|
||||
window->DrawList->AddRect(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_NavCursor)); // FIXME-MULTISELECT FIXME-DPI: Styling
|
||||
|
||||
// Scroll
|
||||
const bool enable_scroll = (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) && (ms_flags & ImGuiMultiSelectFlags_BoxSelectNoScroll) == 0;
|
||||
|
@ -7690,7 +7740,7 @@ ImGuiMultiSelectIO* ImGui::EndMultiSelect()
|
|||
if (ms->IsFocused)
|
||||
{
|
||||
// We currently don't allow user code to modify RangeSrcItem by writing to BeginIO's version, but that would be an easy change here.
|
||||
if (ms->IO.RangeSrcReset || (ms->RangeSrcPassedBy == false && ms->IO.RangeSrcItem != ImGuiSelectionUserData_Invalid)) // Can't read storage->RangeSrcItem here -> we want the state at begining of the scope (see tests for easy failure)
|
||||
if (ms->IO.RangeSrcReset || (ms->RangeSrcPassedBy == false && ms->IO.RangeSrcItem != ImGuiSelectionUserData_Invalid)) // Can't read storage->RangeSrcItem here -> we want the state at beginning of the scope (see tests for easy failure)
|
||||
{
|
||||
IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset RangeSrcItem.\n"); // Will set be to NavId.
|
||||
storage->RangeSrcItem = ImGuiSelectionUserData_Invalid;
|
||||
|
|
|
@ -5,8 +5,8 @@
|
|||
// The data is first compressed with stb_compress() to reduce source code size.
|
||||
// Then stored in a C array:
|
||||
// - Base85: ~5 bytes of source code for 4 bytes of input data. 5 bytes stored in binary (suggested by @mmalex).
|
||||
// - As int: ~11 bytes of source code for 4 bytes of input data. 4 bytes stored in binary. Endianness dependant, need swapping on big-endian CPU.
|
||||
// - As char: ~12 bytes of source code for 4 bytes of input data. 4 bytes stored in binary. Not endianness dependant.
|
||||
// - As int: ~11 bytes of source code for 4 bytes of input data. 4 bytes stored in binary. Endianness dependent, need swapping on big-endian CPU.
|
||||
// - As char: ~12 bytes of source code for 4 bytes of input data. 4 bytes stored in binary. Not endianness dependent.
|
||||
// Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF()
|
||||
|
||||
// Build with, e.g:
|
||||
|
|
|
@ -21,7 +21,7 @@ struct ImFontBuilderIO;
|
|||
// - When disabled, FreeType generates blurrier glyphs, more or less matches the stb_truetype.h
|
||||
// - The Default hinting mode usually looks good, but may distort glyphs in an unusual way.
|
||||
// - The Light hinting mode generates fuzzier glyphs but better matches Microsoft's rasterizer.
|
||||
// You can set those flags globaly in ImFontAtlas::FontBuilderFlags
|
||||
// You can set those flags globally in ImFontAtlas::FontBuilderFlags
|
||||
// You can set those flags on a per font basis in ImFontConfig::FontBuilderFlags
|
||||
enum ImGuiFreeTypeBuilderFlags
|
||||
{
|
||||
|
|
Loading…
Add table
Reference in a new issue