Merge branch 'master' into docking

# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
docking
omar 5 years ago
commit 1f54c16f52

@ -111,11 +111,22 @@ Breaking Changes:
Other Changes:
- Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71).
- Window: Mouse wheel scrolling while hovering a child window is automatically forwarded to parent window
if ScrollMax is zero on the scrolling axis.
Also still case if ImGuiWindowFlags_NoScrollWithMouse is set (not new), but previously the forwarding
would be disabled if ImGuiWindowFlags_NoScrollbar was set on the child window, which is not the case
any more. Forwarding can still be disabled by setting ImGuiWindowFlags_NoInputs. (amend #1502, #1380).
- Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small.
- Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because
of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d).
- Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco]
- Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles.
- Misc: Added IMGUI_DISABLE_METRICS_WINDOW imconfig.h setting to explicitly compile out ShowMetricsWindow().
- ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot]
- ImDrawListSplitter, ImDrawList::ChannelsSplit(): Fixed an issue with merging draw commands between
- ImDrawList::ChannelsSplit(), ImDrawListSplitter: Fixed an issue with merging draw commands between
channel 0 and 1. (#2624)
- ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api,
also this type was added in 1.71 and not advertised as a public-facing feature).
- Backends: SDL2: Added dummy ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible.
(#2482, #2632) [@josiahmanson]
- Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm]

@ -30,6 +30,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false.
- window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?).
- window/child: border could be emitted in parent as well.
- window/child: allow SetNextWindowContentSize() to work on child windows.
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
- window/tab: add a way to signify that a window or docked window requires attention (e.g. blinking title bar).
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
@ -65,7 +66,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- widgets: start exposing PushItemFlag() and ImGuiItemFlags
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
- widgets: activate by identifier (trigger button, focus given id)
- widgets: a way to represent "mixed" values, so e.g. all values replaced with **, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed)
- widgets: a way to represent "mixed" values, so e.g. all values replaced with *, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed) (#2644)
- widgets: selectable: generic BeginSelectable()/EndSelectable() mechanism.
- widgets: selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
- widgets: checkbox: checkbox with custom glyph inside frame.

@ -28,6 +28,7 @@
//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
// It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
//#define IMGUI_DISABLE_DEMO_WINDOWS
//#define IMGUI_DISABLE_METRICS_WINDOW
//---- Don't implement some functions to reduce linkage requirements.
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.

@ -855,6 +855,8 @@ CODE
main font. Then you can refer to icons within your strings.
You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment.
(Read the 'misc/fonts/README.txt' file for more details about icons font loading.)
With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas,
and copying your own graphics data into it. See misc/fonts/README.txt about using the AddCustomRectFontGlyph API.
Q: How can I load multiple fonts?
A: Use the font atlas to pack them into a single texture:
@ -2282,20 +2284,64 @@ void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
//-----------------------------------------------------------------------------
// [SECTION] ImGuiListClipper
// This is currently not as flexible/powerful as it should be, needs some rework (see TODO)
// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed
// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO)
//-----------------------------------------------------------------------------
// Helper to calculate coarse clipping of large list of evenly sized items.
// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern.
// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX
void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (g.LogEnabled)
{
// If logging is active, do not perform any clipping
*out_items_display_start = 0;
*out_items_display_end = items_count;
return;
}
if (window->SkipItems)
{
*out_items_display_start = *out_items_display_end = 0;
return;
}
// We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect
ImRect unclipped_rect = window->ClipRect;
if (g.NavMoveRequest)
unclipped_rect.Add(g.NavScoringRectScreen);
const ImVec2 pos = window->DC.CursorPos;
int start = (int)((unclipped_rect.Min.y - pos.y) / items_height);
int end = (int)((unclipped_rect.Max.y - pos.y) / items_height);
// When performing a navigation request, ensure we have one item extra in the direction we are moving to
if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up)
start--;
if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down)
end++;
start = ImClamp(start, 0, items_count);
end = ImClamp(end + 1, start, items_count);
*out_items_display_start = start;
*out_items_display_end = end;
}
static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height)
{
// Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
// FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
// The clipper should probably have a 4th step to display the last item in a regular manner.
ImGui::SetCursorPosY(pos_y);
ImGuiWindow* window = ImGui::GetCurrentWindow();
window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
window->DC.PrevLineSize.y = (line_height - GImGui->Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
window->DC.CursorPos.y = pos_y;
window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y);
window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
if (ImGuiColumns* columns = window->DC.CurrentColumns)
columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly
columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly
}
// Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1
@ -2303,7 +2349,10 @@ static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height)
// FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style.
void ImGuiListClipper::Begin(int count, float items_height)
{
StartPosY = ImGui::GetCursorPosY();
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
StartPosY = window->DC.CursorPos.y;
ItemsHeight = items_height;
ItemsCount = count;
StepNo = 0;
@ -2330,7 +2379,10 @@ void ImGuiListClipper::End()
bool ImGuiListClipper::Step()
{
if (ItemsCount == 0 || ImGui::GetCurrentWindowRead()->SkipItems)
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (ItemsCount == 0 || window->SkipItems)
{
ItemsCount = -1;
return false;
@ -2339,16 +2391,16 @@ bool ImGuiListClipper::Step()
{
DisplayStart = 0;
DisplayEnd = 1;
StartPosY = ImGui::GetCursorPosY();
StartPosY = window->DC.CursorPos.y;
StepNo = 1;
return true;
}
if (StepNo == 1) // Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
{
if (ItemsCount == 1) { ItemsCount = -1; return false; }
float items_height = ImGui::GetCursorPosY() - StartPosY;
float items_height = window->DC.CursorPos.y - StartPosY;
IM_ASSERT(items_height > 0.0f); // If this triggers, it means Item 0 hasn't moved the cursor vertically
Begin(ItemsCount-1, items_height);
Begin(ItemsCount - 1, items_height);
DisplayStart++;
DisplayEnd++;
StepNo = 3;
@ -3414,7 +3466,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
if (!g.HoveredRootWindow->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
g.MovingWindow = NULL;
}
else if (g.NavWindow != NULL && GetFrontMostPopupModal() == NULL)
else if (g.NavWindow != NULL && GetTopMostPopupModal() == NULL)
{
// Clicking on void disable focus
FocusWindow(NULL);
@ -3426,9 +3478,9 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
// (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
if (g.IO.MouseClicked[1])
{
// Find the top-most window between HoveredWindow and the front most Modal Window.
// Find the top-most window between HoveredWindow and the top-most Modal Window.
// This is where we can trim the popup stack.
ImGuiWindow* modal = GetFrontMostPopupModal();
ImGuiWindow* modal = GetTopMostPopupModal();
bool hovered_window_above_modal = false;
if (modal == NULL)
hovered_window_above_modal = true;
@ -3535,12 +3587,12 @@ void ImGui::UpdateMouseWheel()
return;
if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f)
return;
ImGuiWindow* window = g.HoveredWindow;
// Zoom / Scale window
// FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling && !window->Collapsed)
if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling && !g.HoveredWindow->Collapsed)
{
ImGuiWindow* window = g.HoveredWindow;
const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
const float scale = new_font_scale / window->FontWindowScale;
window->FontWindowScale = new_font_scale;
@ -3555,31 +3607,36 @@ void ImGui::UpdateMouseWheel()
}
// Mouse wheel scrolling
// If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set).
while ((window->Flags & ImGuiWindowFlags_ChildWindow) && (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs) && window->ParentWindow)
window = window->ParentWindow;
const bool scroll_allowed = !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
if (scroll_allowed && (g.IO.MouseWheel != 0.0f || g.IO.MouseWheelH != 0.0f) && !g.IO.KeyCtrl)
{
ImVec2 max_step = window->InnerRect.GetSize() * 0.67f;
// If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent
// FIXME: Lock scrolling window while not moving (see #2604)
// Vertical Mouse Wheel Scrolling (hold Shift to scroll horizontally)
if (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift)
{
float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step.y));
SetWindowScrollY(window, window->Scroll.y - g.IO.MouseWheel * scroll_step);
}
else if (g.IO.MouseWheel != 0.0f && g.IO.KeyShift)
// Vertical Mouse Wheel scrolling
const float wheel_y = (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f;
if (wheel_y != 0.0f && !g.IO.KeyCtrl)
{
ImGuiWindow* window = g.HoveredWindow;
while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
window = window->ParentWindow;
if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
{
float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step.x));
SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheel * scroll_step);
float max_step = window->InnerRect.GetHeight() * 0.67f;
float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));
SetWindowScrollY(window, window->Scroll.y - wheel_y * scroll_step);
}
}
// Horizontal Mouse Wheel Scrolling (for hardware that supports it)
if (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift)
// Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held
const float wheel_x = (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheelH : (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f;
if (wheel_x != 0.0f && !g.IO.KeyCtrl)
{
ImGuiWindow* window = g.HoveredWindow;
while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
window = window->ParentWindow;
if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
{
float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step.x));
SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheelH * scroll_step);
float max_step = window->InnerRect.GetWidth() * 0.67f;
float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));
SetWindowScrollX(window, window->Scroll.x - wheel_x * scroll_step);
}
}
}
@ -3597,7 +3654,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
// Modal windows prevents cursor from hovering behind them.
ImGuiWindow* modal_window = GetFrontMostPopupModal();
ImGuiWindow* modal_window = GetTopMostPopupModal();
if (modal_window)
if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window))
g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL;
@ -3838,7 +3895,7 @@ void ImGui::NewFrame()
UpdateMouseMovingWindowNewFrame();
// Background darkening/whitening
if (GetFrontMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
else
g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
@ -4179,7 +4236,7 @@ static void ImGui::EndFrameDrawDimmedBackgrounds()
ImGuiContext& g = *GImGui;
// Draw modal whitening background on _other_ viewports than the one the modal is one
ImGuiWindow* modal_window = GetFrontMostPopupModal();
ImGuiWindow* modal_window = GetTopMostPopupModal();
const bool dim_bg_for_modal = (modal_window != NULL);
const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL);
if (dim_bg_for_modal || dim_bg_for_window_list)
@ -4345,18 +4402,18 @@ void ImGui::Render()
AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
}
ImGuiWindow* windows_to_render_front_most[2];
windows_to_render_front_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
windows_to_render_front_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL;
ImGuiWindow* windows_to_render_top_most[2];
windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
windows_to_render_top_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL;
for (int n = 0; n != g.Windows.Size; n++)
{
ImGuiWindow* window = g.Windows[n];
if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_front_most[0] && window != windows_to_render_front_most[1])
if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
AddRootWindowToDrawData(window);
}
for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_front_most); n++)
if (windows_to_render_front_most[n] && IsWindowActiveAndVisible(windows_to_render_front_most[n])) // NavWindowingTarget is always temporarily displayed as the front-most window
AddRootWindowToDrawData(windows_to_render_front_most[n]);
for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the tp-most window
AddRootWindowToDrawData(windows_to_render_top_most[n]);
// Draw software mouse cursor if requested
if (g.IO.MouseDrawCursor)
@ -4406,47 +4463,6 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex
return text_size;
}
// Helper to calculate coarse clipping of large list of evenly sized items.
// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern.
// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX
void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (g.LogEnabled)
{
// If logging is active, do not perform any clipping
*out_items_display_start = 0;
*out_items_display_end = items_count;
return;
}
if (window->SkipItems)
{
*out_items_display_start = *out_items_display_end = 0;
return;
}
// We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect
ImRect unclipped_rect = window->ClipRect;
if (g.NavMoveRequest)
unclipped_rect.Add(g.NavScoringRectScreen);
const ImVec2 pos = window->DC.CursorPos;
int start = (int)((unclipped_rect.Min.y - pos.y) / items_height);
int end = (int)((unclipped_rect.Max.y - pos.y) / items_height);
// When performing a navigation request, ensure we have one item extra in the direction we are moving to
if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up)
start--;
if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down)
end++;
start = ImClamp(start, 0, items_count);
end = ImClamp(end + 1, start, items_count);
*out_items_display_start = start;
*out_items_display_end = end;
}
// Find window given position, search front-to-back
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
@ -5172,7 +5188,12 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool s
if (window->ScrollTarget.x < FLT_MAX)
{
float cr_x = window->ScrollTargetCenterRatio.x;
scroll.x = window->ScrollTarget.x - cr_x * window->InnerRect.GetWidth();
float target_x = window->ScrollTarget.x;
if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x)
target_x = 0.0f;
else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + GImGui->Style.ItemSpacing.x)
target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f;
scroll.x = target_x - cr_x * window->InnerRect.GetWidth();
}
if (window->ScrollTarget.y < FLT_MAX)
{
@ -6167,7 +6188,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
PushClipRect(host_rect.Min, host_rect.Max, false);
// Draw modal or window list full viewport dimming background (for other viewports we'll render them in EndFrame)
const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0;
const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0;
const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && ((window == g.NavWindowingTargetAnim->RootWindow) || (g.NavWindowingList && (window == g.NavWindowingList) && g.NavWindowingList->Viewport != g.NavWindowingTargetAnim->Viewport));
if (dim_bg_for_modal || dim_bg_for_window_list)
{
@ -6400,9 +6421,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
window->HiddenFramesCanSkipItems = 1;
// Completely hide along with parent or if parent is collapsed
if (parent_window && (parent_window->Collapsed || parent_window->Hidden))
// Hide along with parent or if parent is collapsed
if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
window->HiddenFramesCanSkipItems = 1;
if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
window->HiddenFramesCannotSkipItems = 1;
}
// Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
@ -6480,7 +6503,7 @@ void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
ImGuiContext& g = *GImGui;
if (g.WindowsFocusOrder.back() == window)
return;
for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the front most window
for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the top-most window
if (g.WindowsFocusOrder[i] == window)
{
memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*));
@ -6495,7 +6518,7 @@ void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
ImGuiWindow* current_front_window = g.Windows.back();
if (current_front_window == window || current_front_window->RootWindow == window)
return;
for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the front most window
for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
if (g.Windows[i] == window)
{
memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
@ -7502,6 +7525,15 @@ void ImGui::SetScrollY(float scroll_y)
window->ScrollTargetCenterRatio.y = 0.0f;
}
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
{
// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x);
window->ScrollTargetCenterRatio.x = center_x_ratio;
}
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
{
// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
@ -7511,6 +7543,16 @@ void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
window->ScrollTargetCenterRatio.y = center_y_ratio;
}
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
void ImGui::SetScrollHereX(float center_x_ratio)
{
ImGuiWindow* window = GetCurrentWindow();
float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space
float last_item_width = window->DC.LastItemRect.GetWidth();
target_x += (last_item_width * center_x_ratio) + (GImGui->Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item.
SetScrollFromPosX(target_x, center_x_ratio);
}
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
void ImGui::SetScrollHereY(float center_y_ratio)
{
@ -7841,7 +7883,7 @@ bool ImGui::IsPopupOpen(const char* str_id)
return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id);
}
ImGuiWindow* ImGui::GetFrontMostPopupModal()
ImGuiWindow* ImGui::GetTopMostPopupModal()
{
ImGuiContext& g = *GImGui;
for (int n = g.OpenPopupStack.Size-1; n >= 0; n--)
@ -9118,7 +9160,7 @@ static void ImGui::NavUpdateWindowing()
ImGuiWindow* apply_focus_window = NULL;
bool apply_toggle_layer = false;
ImGuiWindow* modal_window = GetFrontMostPopupModal();
ImGuiWindow* modal_window = GetTopMostPopupModal();
if (modal_window != NULL)
{
g.NavWindowingTarget = NULL;
@ -9160,7 +9202,7 @@ static void ImGui::NavUpdateWindowing()
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 front-most)
// Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
if (!IsNavInputDown(ImGuiNavInput_Menu))
{
g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
@ -14592,6 +14634,7 @@ void ImGui::ShowViewportThumbnails()
ImGui::Dummy(bb_full.GetSize() * SCALE);
}
#ifndef IMGUI_DISABLE_METRICS_WINDOW
void ImGui::ShowMetricsWindow(bool* p_open)
{
if (!ImGui::Begin("Dear ImGui Metrics", p_open))
@ -14600,10 +14643,12 @@ void ImGui::ShowMetricsWindow(bool* p_open)
return;
}
enum { RT_OuterRect, RT_OuterRectClipped, RT_InnerRect, RT_InnerClipRect, RT_WorkRect, RT_Contents, RT_ContentsRegionRect, RT_Count };
enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Contents, WRT_ContentsRegionRect, WRT_Count }; // Windows Rect Type
const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Contents", "ContentsRegionRect" };
static bool show_windows_begin_order = false;
static bool show_windows_rects = false;
static int show_windows_rect_type = RT_WorkRect;
static int show_windows_rect_type = WRT_WorkRect;
static bool show_drawcmd_clip_rects = true;
ImGuiIO& io = ImGui::GetIO();
@ -14616,15 +14661,15 @@ void ImGui::ShowMetricsWindow(bool* p_open)
struct Funcs
{
static ImRect GetRect(ImGuiWindow* window, int rect_type)
static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
{
if (rect_type == RT_OuterRect) { return window->Rect(); }
else if (rect_type == RT_OuterRectClipped) { return window->OuterRectClipped; }
else if (rect_type == RT_InnerRect) { return window->InnerRect; }
else if (rect_type == RT_InnerClipRect) { return window->InnerClipRect; }
else if (rect_type == RT_WorkRect) { return window->WorkRect; }
else if (rect_type == RT_Contents) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
else if (rect_type == RT_ContentsRegionRect) { return window->ContentsRegionRect; }
if (rect_type == WRT_OuterRect) { return window->Rect(); }
else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; }
else if (rect_type == WRT_InnerRect) { return window->InnerRect; }
else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; }
else if (rect_type == WRT_WorkRect) { return window->WorkRect; }
else if (rect_type == WRT_Contents) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
else if (rect_type == WRT_ContentsRegionRect) { return window->ContentsRegionRect; }
IM_ASSERT(0);
return ImRect();
}
@ -14849,16 +14894,15 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImGui::Checkbox("Show windows rectangles", &show_windows_rects);
ImGui::SameLine();
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12);
const char* rects_names[RT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Contents", "ContentsRegionRect" };
show_windows_rects |= ImGui::Combo("##rects_type", &show_windows_rect_type, rects_names, RT_Count);
show_windows_rects |= ImGui::Combo("##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count);
if (show_windows_rects && g.NavWindow)
{
ImGui::BulletText("'%s':", g.NavWindow->Name);
ImGui::Indent();
for (int n = 0; n < RT_Count; n++)
for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
{
ImRect r = Funcs::GetRect(g.NavWindow, n);
ImGui::Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), rects_names[n]);
ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
ImGui::Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
}
ImGui::Unindent();
}
@ -14876,7 +14920,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImDrawList* draw_list = GetForegroundDrawList(window);
if (show_windows_rects)
{
ImRect r = Funcs::GetRect(window, show_windows_rect_type);
ImRect r = Funcs::GetWindowRect(window, show_windows_rect_type);
draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
}
if (show_windows_begin_order && !(window->Flags & ImGuiWindowFlags_ChildWindow))
@ -14891,6 +14935,11 @@ void ImGui::ShowMetricsWindow(bool* p_open)
}
ImGui::End();
}
#else
void ImGui::ShowMetricsWindow(bool*)
{
}
#endif
void ImGui::ShowDockingDebug()
{

@ -286,18 +286,18 @@ namespace ImGui
IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows
IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
// Content region
// - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion)
@ -314,7 +314,9 @@ namespace ImGui
IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
// Parameters stacks (shared)
@ -1915,7 +1917,8 @@ struct ImDrawListSplitter
int _Count; // Number of active channels (1+)
ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
inline ImDrawListSplitter() { Clear(); }
inline ImDrawListSplitter() { Clear(); }
inline ~ImDrawListSplitter() { ClearFreeMemory(); }
inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
IMGUI_API void ClearFreeMemory();
IMGUI_API void Split(ImDrawList* draw_list, int count);

@ -1023,7 +1023,7 @@ static void ShowDemoWindowWidgets()
ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", (unsigned int*)&flags, ImGuiInputTextFlags_ReadOnly);
ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", (unsigned int*)&flags, ImGuiInputTextFlags_AllowTabInput);
ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", (unsigned int*)&flags, ImGuiInputTextFlags_CtrlEnterForNewLine);
ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16), flags);
ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags);
ImGui::TreePop();
}
@ -1079,7 +1079,7 @@ static void ShowDemoWindowWidgets()
static ImVector<char> my_str;
if (my_str.empty())
my_str.push_back(0);
Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16));
Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16));
ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity());
ImGui::TreePop();
}
@ -1140,7 +1140,8 @@ static void ShowDemoWindowWidgets()
if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; }
}
// Typically we would use ImVec2(-1.0f,0.0f) to use all available width, or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth.
// Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width,
// or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth.
ImGui::ProgressBar(progress, ImVec2(0.0f,0.0f));
ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
ImGui::Text("Progress Bar");
@ -1785,7 +1786,7 @@ static void ShowDemoWindowLayout()
{
char buf[32];
sprintf(buf, "%03d", i);
ImGui::Button(buf, ImVec2(-1.0f, 0.0f));
ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));
ImGui::NextColumn();
}
ImGui::EndChild();
@ -1801,7 +1802,7 @@ static void ShowDemoWindowLayout()
// - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from the POV of the parent window)
// See "Widgets" -> "Querying Status (Active/Focused/Hovered etc.)" section for more details about this.
{
ImGui::SetCursorPosX(50);
ImGui::SetCursorPosX(ImGui::GetCursorPosX() + 10);
ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100));
ImGui::BeginChild("blah", ImVec2(200, 100), true, ImGuiWindowFlags_None);
for (int n = 0; n < 50; n++)
@ -2014,7 +2015,7 @@ static void ShowDemoWindowLayout()
if (ImGui::TreeNode("Groups"))
{
HelpMarker("Using ImGui::BeginGroup()/EndGroup() to layout items. BeginGroup() basically locks the horizontal position. EndGroup() bundles the whole group so that you can use functions such as IsItemHovered() on it.");
HelpMarker("BeginGroup() basically locks the horizontal position for new line. EndGroup() bundles the whole group so that you can use \"item\" functions such as IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group.");
ImGui::BeginGroup();
{
ImGui::BeginGroup();
@ -2113,21 +2114,22 @@ static void ShowDemoWindowLayout()
if (ImGui::TreeNode("Scrolling"))
{
HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given position.");
// Vertical scroll functions
HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position.");
static bool track = true;
static int track_line = 50;
static int track_item = 50;
static float scroll_to_off_px = 0.0f;
static float scroll_to_pos_px = 200.0f;
ImGui::Checkbox("Track", &track);
ImGui::PushItemWidth(100);
ImGui::SameLine(140); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 99, "Line = %d");
ImGui::SameLine(140); track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d");
bool scroll_to_off = ImGui::Button("Scroll Offset");
ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off_y", &scroll_to_off_px, 1.00f, 0, 9999, "+%.0f px");
ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, 9999, "+%.0f px");
bool scroll_to_pos = ImGui::Button("Scroll To Pos");
ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos_y", &scroll_to_pos_px, 1.00f, 0, 9999, "Y = %.0f px");
ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, 0, 9999, "X/Y = %.0f px");
ImGui::PopItemWidth();
if (scroll_to_off || scroll_to_pos)
@ -2135,28 +2137,31 @@ static void ShowDemoWindowLayout()
ImGuiStyle& style = ImGui::GetStyle();
float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5;
if (child_w < 1.0f)
child_w = 1.0f;
ImGui::PushID("##VerticalScrolling");
for (int i = 0; i < 5; i++)
{
if (i > 0) ImGui::SameLine();
ImGui::BeginGroup();
ImGui::Text("%s", i == 0 ? "Top" : i == 1 ? "25%" : i == 2 ? "Center" : i == 3 ? "75%" : "Bottom");
const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" };
ImGui::TextUnformatted(names[i]);
ImGuiWindowFlags child_flags = ImGuiWindowFlags_MenuBar;
ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, child_flags);
ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, ImGuiWindowFlags_None);
if (scroll_to_off)
ImGui::SetScrollY(scroll_to_off_px);
if (scroll_to_pos)
ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f);
for (int line = 0; line < 100; line++)
for (int item = 0; item < 100; item++)
{
if (track && line == track_line)
if (track && item == track_item)
{
ImGui::TextColored(ImVec4(1,1,0,1), "Line %d", line);
ImGui::TextColored(ImVec4(1,1,0,1), "Item %d", item);
ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom
}
else
{
ImGui::Text("Line %d", line);
ImGui::Text("Item %d", item);
}
}
float scroll_y = ImGui::GetScrollY();
@ -2165,11 +2170,44 @@ static void ShowDemoWindowLayout()
ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y);
ImGui::EndGroup();
}
ImGui::TreePop();
}
ImGui::PopID();
if (ImGui::TreeNode("Horizontal Scrolling"))
{
// Horizontal scroll functions
ImGui::Spacing();
HelpMarker("Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\nUsing the \"Scroll To Pos\" button above will make the discontinuity at edges visible: scrolling to the top/bottom/left/right-most item will add an additional WindowPadding to reflect on reaching the edge of the list.\n\nBecause the clipping rectangle of most window hides half worth of WindowPadding on the left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the equivalent SetScrollFromPosY(+1) wouldn't.");
ImGui::PushID("##HorizontalScrolling");
for (int i = 0; i < 5; i++)
{
float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f;
ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(-100, child_height), true, ImGuiWindowFlags_HorizontalScrollbar);
if (scroll_to_off)
ImGui::SetScrollX(scroll_to_off_px);
if (scroll_to_pos)
ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f);
for (int item = 0; item < 100; item++)
{
if (track && item == track_item)
{
ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item);
ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right
}
else
{
ImGui::Text("Item %d", item);
}
ImGui::SameLine();
}
float scroll_x = ImGui::GetScrollX();
float scroll_max_x = ImGui::GetScrollMaxX();
ImGui::EndChild();
ImGui::SameLine();
const char* names[] = { "Left", "25%", "Center", "75%", "Right" };
ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x);
ImGui::Spacing();
}
ImGui::PopID();
// Miscellaneous Horizontal Scrolling Demo
HelpMarker("Horizontal scrolling for a window has to be enabled explicitly via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\nYou may want to explicitly specify content width by calling SetNextWindowContentWidth() before Begin().");
static int lines = 7;
ImGui::SliderInt("Lines", &lines, 1, 15);
@ -2577,7 +2615,7 @@ static void ShowDemoWindowColumns()
char label[32];
sprintf(label, "Item %d", n);
if (ImGui::Selectable(label)) {}
//if (ImGui::Button(label, ImVec2(-1,0))) {}
//if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {}
ImGui::NextColumn();
}
ImGui::Columns(1);
@ -2628,7 +2666,7 @@ static void ShowDemoWindowColumns()
ImGui::Text("Width %.2f", ImGui::GetColumnWidth());
ImGui::Text("Offset %.2f", ImGui::GetColumnOffset());
ImGui::Text("Long text that is likely to clip");
ImGui::Button("Button", ImVec2(-1.0f, 0.0f));
ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f));
ImGui::NextColumn();
}
ImGui::Columns(1);
@ -4100,7 +4138,7 @@ static void ShowExampleAppLongText(bool* p_open)
static ImGuiTextBuffer log;
static int lines = 0;
ImGui::Text("Printing unusually long amount of text.");
ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped manually\0Multiple calls to Text(), not clipped (slow)\0");
ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped\0Multiple calls to Text(), not clipped (slow)\0");
ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size());
if (ImGui::Button("Clear")) { log.clear(); lines = 0; }
ImGui::SameLine();

@ -262,7 +262,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f);
colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.16f);
@ -320,7 +320,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.80f, 0.80f, 0.80f, 0.56f);
@ -1310,7 +1310,7 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
{
IM_ASSERT(idx < _Count);
IM_ASSERT(idx >= 0 && idx < _Count);
if (_Current == idx)
return;
// Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap()

@ -392,6 +392,7 @@ enum ImGuiItemFlags_
ImGuiItemFlags_NoNav = 1 << 3, // false
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
ImGuiItemFlags_Default_ = 0
};
@ -1067,7 +1068,7 @@ struct ImGuiContext
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
int NavScoringCount; // Metrics for debugging
ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.
ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most.
ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f
ImGuiWindow* NavWindowingList;
float NavWindowingTimer;
@ -1710,7 +1711,7 @@ namespace ImGui
IMGUI_API bool IsPopupOpen(ImGuiID id); // Test for id within current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack!
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true);
IMGUI_API ImGuiWindow* GetFrontMostPopupModal();
IMGUI_API ImGuiWindow* GetTopMostPopupModal();
IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window);
IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default);

@ -925,13 +925,13 @@ void ImGui::Scrollbar(ImGuiAxis axis)
ImRect bb;
if (axis == ImGuiAxis_X)
{
bb.Min = ImVec2(inner_rect.Min.x, outer_rect.Max.y - border_size - scrollbar_size);
bb.Min = ImVec2(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size));
bb.Max = ImVec2(inner_rect.Max.x, outer_rect.Max.y);
rounding_corners |= ImDrawCornerFlags_BotLeft;
}
else
{
bb.Min = ImVec2(outer_rect.Max.x - border_size - scrollbar_size, inner_rect.Min.y);
bb.Min = ImVec2(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y);
bb.Max = ImVec2(outer_rect.Max.x, window->InnerRect.Max.y);
rounding_corners |= ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0;
}
@ -1031,10 +1031,17 @@ bool ImGui::Checkbox(const char* label, bool* v)
const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));
RenderNavHighlight(total_bb, id);
RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
if (*v)
ImU32 check_col = GetColorU32(ImGuiCol_CheckMark);
if (window->DC.ItemFlags & ImGuiItemFlags_MixedValue)
{
// Undocumented tristate/mixed/indeterminate checkbox (#2644)
ImVec2 pad(ImMax(1.0f, (float)(int)(square_sz / 3.6f)), ImMax(1.0f, (float)(int)(square_sz / 3.6f)));
window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding);
}
else if (*v)
{
const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f));
RenderCheckMark(check_bb.Min + ImVec2(pad, pad), GetColorU32(ImGuiCol_CheckMark), square_sz - pad*2.0f);
RenderCheckMark(check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad*2.0f);
}
if (g.LogEnabled)

@ -212,9 +212,11 @@ texture, and blit/copy any graphics data of your choice into those rectangles.
Pseudo-code:
// Add font, then register one custom 13x13 rectangle mapped to glyph 'a' of this font
// Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font
ImFont* font = io.Fonts->AddFontDefault();
int rect_id = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
int rect_ids[2];
rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);
// Build atlas
io.Fonts->Build();
@ -224,14 +226,18 @@ Pseudo-code:
int tex_width, tex_height;
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here)
if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
{
for (int y = 0; y < rect->Height; y++)
int rect_id = rects_ids[rect_n];
if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
{
ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
for (int x = rect->Width; x > 0; x--)
*p++ = IM_COL32(255, 0, 0, 255);
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
for (int y = 0; y < rect->Height; y++)
{
ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
for (int x = rect->Width; x > 0; x--)
*p++ = IM_COL32(255, 0, 0, 255);
}
}
}

Loading…
Cancel
Save