diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index b3b910f2..274ca2a6 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -180,7 +180,7 @@ jobs: run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release' Linux: - runs-on: ubuntu-18.04 + runs-on: ubuntu-20.04 steps: - uses: actions/checkout@v1 with: diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 17bab9b7..65836821 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -118,6 +118,12 @@ Other Changes: clipping, more than 16 KB characters are visible in the same low-level ImDrawList::RenderText call. ImGui-level functions such as TextUnformatted() are not affected. This is quite rare but it will be addressed later). (#3349) +- Selectable: Fixed highlight/hit extent when used with horizontal scrolling (in or outside columns). + Also fixed related text clipping when used in a column after the first one. (#3187, #3386) +- Scrolling: Avoid SetScroll, SetScrollFromPos functions from snapping on the edge of scroll + limits when close-enough by (WindowPadding - ItemPadding), which was a tweak with too many + side-effects. The behavior is still present in SetScrollHere functions as they are more explicitly + aiming at making widgets visible. May later be moved to a flag. - InvisibleButton: Made public a small selection of ImGuiButtonFlags (previously in imgui_internal.h) and allowed to pass them to InvisibleButton(): ImGuiButtonFlags_MouseButtonLeft/Right/Middle. This is a small but rather important change because lots of multi-button behaviors could previously @@ -137,12 +143,13 @@ Other Changes: by modifying the 'style.CircleSegmentMaxError' value. [@ShironekoBen] - ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would generate an extra vertex. (This bug was mistakenly marked as fixed in earlier 1.77 release). [@ShironekoBen] -- Demo: Improve "Custom Rendering"->"Canvas" demo with a grid, scrolling and context menu. +- Demo: Improved "Custom Rendering"->"Canvas" demo with a grid, scrolling and context menu. Also showcase using InvisibleButton() will multiple mouse buttons flags. -- Demo: Tweak "Child Windows" section. +- Demo: Improved "Layout & Scrolling" -> "Clipping" section. +- Demo: Improved "Layout & Scrolling" -> "Child Windows" section. - Style Editor: Added preview of circle auto-tessellation when editing the corresponding value. - Backends: OpenGL3: Added support for glad2 loader. (#3330) [@moritz-h] ->>>>>>> master +- Examples: Vulkan: Fixed GLFW+Vulkan and SDL+Vulkan clear color not being set. (#3390) [@RoryO] ----------------------------------------------------------------------- @@ -643,7 +650,7 @@ Other Changes: because it needs application to be linked with '-framework ApplicationServices'. It can be explicitly enabled back by using '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h. Re-added equivalent using NSPasteboard api in the imgui_impl_osx.mm experimental back-end. (#2546) -- Backends: SDL2: Added dummy ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible. +- Backends: SDL2: Added ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible. (#2482, #2632) [@josiahmanson] - Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm] @@ -803,7 +810,7 @@ Other Changes: - Misc: Made IMGUI_CHECKVERSION() macro also check for matching size of ImDrawIdx. - Metrics: Added "Show windows rectangles" tool to visualize the different rectangles. - Demo: Improved trees in columns demo. -- Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized +- Examples: OpenGL: Added a test GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early, and help users understand what they are missing. (#2421) - Examples: SDL: Added support for SDL_GameController gamepads (enable with ImGuiConfigFlags_NavEnableGamepad). (#2509) [@DJLink] - Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble, @redblobgames] @@ -911,7 +918,7 @@ Breaking Changes: - Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). - Made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). - If for some reason your time step calculation gives you a zero value, replace it with a dummy small value! + If for some reason your time step calculation gives you a zero value, replace it with a arbitrary small value! Other Changes: @@ -1403,7 +1410,7 @@ Other Changes: - ColorEdit: Fixed not being able to pass the ImGuiColorEditFlags_NoAlpha or ImGuiColorEditFlags_HDR flags to SetColorEditOptions(). - Nav: Fixed hovering a Selectable() with the mouse so that it update the navigation cursor (as it happened in the pre-1.60 navigation branch). (#787) - Style: Changed default style.DisplaySafeAreaPadding values from (4,4) to (3,3) so it is smaller than FramePadding and has no effect on main menu bar on a computer. (#1439) -- Fonts: When building font atlas, glyphs that are missing in the fonts are not using the glyph slot to render a dummy/default glyph. Saves space and allow merging fonts with +- Fonts: When building font atlas, glyphs that are missing in the fonts are not using the glyph slot to render the default glyph. Saves space and allow merging fonts with overlapping font ranges such as FontAwesome5 which split out the Brands separately from the Solid fonts. (#1703, #1671) - Misc: Added IMGUI_CHECKVERSION() macro to compare version string and data structure sizes in order to catch issues with mismatching compilation unit settings. (#1695, #1769) - Misc: Added IMGUI_DISABLE_MATH_FUNCTIONS in imconfig.h to make it easier to redefine wrappers for std/crt math functions. diff --git a/docs/FAQ.md b/docs/FAQ.md index adce4d40..b5fbcc90 100644 --- a/docs/FAQ.md +++ b/docs/FAQ.md @@ -111,11 +111,11 @@ e.g. `if (ImGui::GetIO().WantCaptureMouse) { ... }` **Note:** You should always pass your mouse/keyboard inputs to Dear ImGui, even when the io.WantCaptureXXX flag are set false. This is because imgui needs to detect that you clicked in the void to unfocus its own windows. -**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handle mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs. +**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handle mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs. -**Note:** Those flags are updated by `ImGui::NewFrame()`. However it is generally more correct and easier that you poll flags from the previous frame, then submit your inputs, then call `NewFrame()`. If you attempt to do the opposite (which is generally harder) you are likely going to submit your inputs after `NewFrame()`, and therefore too late. +**Note:** Those flags are updated by `ImGui::NewFrame()`. However it is generally more correct and easier that you poll flags from the previous frame, then submit your inputs, then call `NewFrame()`. If you attempt to do the opposite (which is generally harder) you are likely going to submit your inputs after `NewFrame()`, and therefore too late. -**Note:** If you are using a touch device, you may find use for an early call to `UpdateHoveredWindowAndCaptureFlags()` to correctly dispatch your initial touch. We will work on better out-of-the-box touch support in the future. +**Note:** If you are using a touch device, you may find use for an early call to `UpdateHoveredWindowAndCaptureFlags()` to correctly dispatch your initial touch. We will work on better out-of-the-box touch support in the future. **Note:** Text input widget releases focus on the "KeyDown" event of the Return key, so the subsequent "KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient to receive that KeyUp event. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) @@ -453,7 +453,7 @@ ImGui::End(); - To generate colors: you can use the macro `IM_COL32(255,255,255,255)` to generate them at compile time, or use `ImGui::GetColorU32(IM_COL32(255,255,255,255))` or `ImGui::GetColorU32(ImVec4(1.0f,1.0f,1.0f,1.0f))` to generate a color that is multiplied by the current value of `style.Alpha`. - Math operators: if you have setup `IM_VEC2_CLASS_EXTRA` in `imconfig.h` to bind your own math types, you can use your own math types and their natural operators instead of ImVec2. ImVec2 by default doesn't export any math operators in the public API. You may use `#define IMGUI_DEFINE_MATH_OPERATORS` `#include "imgui_internal.h"` to use the internally defined math operators, but instead prefer using your own math library and set it up in `imconfig.h`. - You can use `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` to access draw lists which will be displayed behind and over every other dear imgui windows (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated to a dear imgui window. -- You can also create your own dummy window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. +- You can also create your own empty window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. - You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing ImDrawListSharedData, and then call your renderer function with your own ImDrawList or ImDrawData data. ##### [Return to Index](#index) @@ -464,7 +464,7 @@ ImGui::End(); ### Q: How should I handle DPI in my application? -The short answer is: obtain the desired DPI scale, load a suitable font resized with that scale (always round down font size to nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`. +The short answer is: obtain the desired DPI scale, load a suitable font resized with that scale (always round down font size to nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`. Your application may want to detect DPI change and reload the font and reset style being frames. diff --git a/docs/README.md b/docs/README.md index a0ca6483..9579ee22 100644 --- a/docs/README.md +++ b/docs/README.md @@ -113,8 +113,8 @@ Officially maintained bindings (in repository): - Frameworks: Emscripten, Allegro5, Marmalade. Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page): -- Languages: C, C#/.Net, ChaiScript, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift... -- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, Nim Game Lib, Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, SFML, Sokol, Unity, Unreal Engine 4, vtk, Win32 GDI, WxWidgets. +- Languages: C, C# and: Beef, ChaiScript, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift... +- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, Godot, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, Nim Game Lib, Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, SFML, Sokol, Unity, Unreal Engine 4, vtk, Win32 GDI, WxWidgets. - Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages. Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas. diff --git a/docs/TODO.txt b/docs/TODO.txt index 90d50049..221a3306 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -407,7 +407,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - misc: idle: if cursor blink if the _only_ visible animation, could even expose a dirty rectangle that optionally can be leverage by some app to render in a smaller viewport, getting rid of much pixel shading cost. - misc: no way to run a root-most GetID() with ImGui:: api since there's always a Debug window in the stack. (mentioned in #2960) - misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?) - - misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL) - misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682) - misc: use more size_t in public api? - misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683) @@ -436,6 +435,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0 - backends: mscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42) + - bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) + - optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF.(#1038) - optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request. - optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335) diff --git a/examples/example_null/main.cpp b/examples/example_null/main.cpp index aa2f6dba..72381f0a 100644 --- a/examples/example_null/main.cpp +++ b/examples/example_null/main.cpp @@ -1,4 +1,4 @@ -// dear imgui: null/dummy example application +// dear imgui: "null" example application // (compile and link imgui, create context, run headless with NO INPUTS, NO GRAPHICS OUTPUT) // This is useful to test building, but you cannot interact with anything here! #include "imgui.h" diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 08e739ce..a3cf8a97 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -27,7 +27,7 @@ // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. -// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. +// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). // 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. @@ -186,7 +186,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) strcpy(g_GlslVersionString, glsl_version); strcat(g_GlslVersionString, "\n"); - // Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected. + // Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected. // The code actually never uses the 'gl_loader' variable! It is only here so you can read it! // If auto-detection fails or doesn't select the same GL loader file as used by your application, // you are likely to get a crash below. @@ -211,7 +211,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) gl_loader = "none"; #endif - // Make a dummy GL call (we don't actually need the result) + // Make an arbitrary GL call (we don't actually need the result) // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above. GLint current_texture; diff --git a/imgui.cpp b/imgui.cpp index cd3712bf..fbb2bff6 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -428,7 +428,7 @@ CODE - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). - - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with a dummy small value! + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrary small value! - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). @@ -811,7 +811,7 @@ static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock // Docking static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. -static const float DOCKING_SPLITTER_SIZE = 2.0f; +static const float DOCKING_SPLITTER_SIZE = 2.0f; //------------------------------------------------------------------------- // [SECTION] FORWARD DECLARATIONS @@ -820,7 +820,7 @@ static const float DOCKING_SPLITTER_SIZE = 2.0f; static void SetCurrentWindow(ImGuiWindow* window); static void FindHoveredWindow(); static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); -static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges); +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list); static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); @@ -1700,8 +1700,8 @@ static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c) // Not optimal but we very rarely use this function. int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) { - unsigned int dummy = 0; - return ImTextCharFromUtf8(&dummy, in_text, in_text_end); + unsigned int unused = 0; + return ImTextCharFromUtf8(&unused, in_text, in_text_end); } static inline int ImTextCountUtf8BytesFromChar(unsigned int c) @@ -2197,7 +2197,7 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items *out_items_display_end = end; } -static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height) +static void SetCursorPosYAndSetupForPrevLine(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. @@ -2229,7 +2229,7 @@ void ImGuiListClipper::Begin(int count, float items_height) { ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display if (DisplayStart > 0) - SetCursorPosYAndSetupDummyPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); // advance cursor + SetCursorPosYAndSetupForPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); // advance cursor StepNo = 2; } } @@ -2240,7 +2240,7 @@ void ImGuiListClipper::End() return; // In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user. if (ItemsCount < INT_MAX) - SetCursorPosYAndSetupDummyPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor + SetCursorPosYAndSetupForPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor ItemsCount = -1; StepNo = 3; } @@ -2274,7 +2274,7 @@ bool ImGuiListClipper::Step() StepNo = 3; return true; } - if (StepNo == 2) // Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user still call Step(). Does nothing and switch to Step 3. + if (StepNo == 2) // Step 2: empty step only required if an explicit items_height was passed to constructor or Begin() and user still call Step(). Does nothing and switch to Step 3. { IM_ASSERT(DisplayStart >= 0 && DisplayEnd >= 0); StepNo = 3; @@ -3098,7 +3098,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) return false; - // Special handling for the dummy item after Begin() which represent the title bar or tab. + // Special handling for calling after Begin() which represent the title bar or tab. // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. if ((window->DC.LastItemId == window->ID || window->DC.LastItemId == window->MoveId) && window->WriteAccessed) return false; @@ -3158,6 +3158,15 @@ bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged return false; } +// This is also inlined in ItemAdd() +// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect! +void ImGui::SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) +{ + window->DC.LastItemId = item_id; + window->DC.LastItemStatusFlags = item_flags; + window->DC.LastItemRect = item_rect; +} + // Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out. bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { @@ -3524,8 +3533,8 @@ void ImGui::UpdateMouseMovingWindowEndFrame() if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) g.MovingWindow = NULL; - // Cancel moving if clicked over an item which was disabled or inhibited by popups - if (g.HoveredId == 0 && g.HoveredIdDisabled) + // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already) + if (g.HoveredIdDisabled) g.MovingWindow = NULL; } else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL) @@ -5047,7 +5056,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b { FocusWindow(child_window); NavInitWindow(child_window, false); - SetActiveID(id + 1, child_window); // Steal ActiveId with a dummy id so that key-press won't activate child item + SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item g.ActiveIdSource = ImGuiInputSource_Nav; } return ret; @@ -6390,7 +6399,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); // Apply scrolling - window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true); + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); // DRAWING @@ -6472,6 +6481,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + window->ParentWorkRect = window->WorkRect; // [LEGACY] Content Region // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. @@ -6581,17 +6591,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). // This is useful to allow creating context menus on title bar only, etc. if (window->DockIsActive) - { - window->DC.LastItemId = window->ID; - window->DC.LastItemStatusFlags = window->DockTabItemStatusFlags; - window->DC.LastItemRect = window->DockTabItemRect; - } + SetLastItemData(window, window->ID, window->DockTabItemStatusFlags, window->DockTabItemRect); else - { - window->DC.LastItemId = window->MoveId; - window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0; - window->DC.LastItemRect = title_bar_rect; - } + SetLastItemData(window, window->MoveId, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect); #ifdef IMGUI_ENABLE_TEST_ENGINE if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) @@ -7696,6 +7698,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) #endif } + // Equivalent to calling SetLastItemData() window->DC.LastItemId = id; window->DC.LastItemRect = bb; window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None; @@ -8063,30 +8066,20 @@ void ImGui::EndGroup() // [SECTION] SCROLLING //----------------------------------------------------------------------------- -static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges) +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; ImVec2 scroll = window->Scroll; if (window->ScrollTarget.x < FLT_MAX) { float cr_x = window->ScrollTargetCenterRatio.x; 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 + g.Style.ItemSpacing.x) - target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f; scroll.x = target_x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x); } if (window->ScrollTarget.y < FLT_MAX) { - // 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding. float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); float cr_y = window->ScrollTargetCenterRatio.y; float target_y = window->ScrollTarget.y; - if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y) - target_y = 0.0f; - if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y) - target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f; scroll.y = target_y - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height); } scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f)); @@ -8118,7 +8111,7 @@ ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_ else if (item_rect.Max.y >= window_rect.Max.y) SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f); - ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window, false); + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); delta_scroll = next_scroll - window->Scroll; } @@ -8179,10 +8172,10 @@ void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y) window->ScrollTargetCenterRatio.y = 0.0f; } - +// Note that a local position will vary depending on initial scroll value +// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size void ImGui::SetScrollFromPosX(ImGuiWindow* window, 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 IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); window->ScrollTargetCenterRatio.x = center_x_ratio; @@ -8190,10 +8183,8 @@ void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x void ImGui::SetScrollFromPosY(ImGuiWindow* window, 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 IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); - const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); - local_y -= decoration_up_height; + local_y -= window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); window->ScrollTargetCenterRatio.y = center_y_ratio; } @@ -8210,15 +8201,34 @@ void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); } +// Tweak: snap on edges when aiming at an item very close to the edge, +// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling. +// When we refactor the scrolling API this may be configurable with a flag? +// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default. +static float CalcScrollSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio) +{ + if (target <= snap_min + snap_threshold) + return ImLerp(snap_min, target, center_ratio); + if (target >= snap_max - snap_threshold) + return ImLerp(target, snap_max, center_ratio); + return target; +} + // 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) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - 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) + (g.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); + float spacing_x = g.Style.ItemSpacing.x; + float target_x = ImLerp(window->DC.LastItemRect.Min.x - spacing_x, window->DC.LastItemRect.Max.x + spacing_x, center_x_ratio); + + // Tweak: snap on edges when aiming at an item very close to the edge + const float snap_x_threshold = ImMax(0.0f, window->WindowPadding.x - spacing_x); + const float snap_x_min = window->DC.CursorStartPos.x - window->WindowPadding.x; + const float snap_x_max = window->DC.CursorStartPos.x + window->ContentSize.x + window->WindowPadding.x; + target_x = CalcScrollSnap(target_x, snap_x_min, snap_x_max, snap_x_threshold, center_x_ratio); + + SetScrollFromPosX(window, target_x - window->Pos.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. @@ -8226,9 +8236,16 @@ void ImGui::SetScrollHereY(float center_y_ratio) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space - target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (g.Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line. - SetScrollFromPosY(target_y, center_y_ratio); + float spacing_y = g.Style.ItemSpacing.y; + float target_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); + + // Tweak: snap on edges when aiming at an item very close to the edge + const float snap_y_threshold = ImMax(0.0f, window->WindowPadding.y - spacing_y); + const float snap_y_min = window->DC.CursorStartPos.y - window->WindowPadding.y; + const float snap_y_max = window->DC.CursorStartPos.y + window->ContentSize.y + window->WindowPadding.y; + target_y = CalcScrollSnap(target_y, snap_y_min, snap_y_max, snap_y_threshold, center_y_ratio); + + SetScrollFromPosY(window, target_y - window->Pos.y, center_y_ratio); } //----------------------------------------------------------------------------- @@ -8590,7 +8607,7 @@ void ImGui::EndPopup() g.WithinEndChild = false; } -// Open a popup if mouse is released over the item +// Open a popup if mouse button is released over the item bool ImGui::OpenPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiWindow* window = GImGui->CurrentWindow; diff --git a/imgui.h b/imgui.h index 10e548a4..aea28ff2 100644 --- a/imgui.h +++ b/imgui.h @@ -345,8 +345,8 @@ namespace ImGui // Windows Scrolling IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()] IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()] - IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X - IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y + IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x + 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. @@ -1405,16 +1405,16 @@ enum ImGuiCond_ // Helpers: Memory allocations macros // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. -// Defining a custom placement new() with a dummy parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. //----------------------------------------------------------------------------- -struct ImNewDummy {}; -inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; } -inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symmetrical new() +struct ImNewWrapper {}; +inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new() #define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) #define IM_FREE(_PTR) ImGui::MemFree(_PTR) -#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR) -#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR) +#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } //----------------------------------------------------------------------------- @@ -1947,7 +1947,7 @@ struct ImGuiStorage // ImGui::Text("line number %d", i); // - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor). // - 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. -// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.) +// - (Step 2: empty step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.) // - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop. struct ImGuiListClipper { diff --git a/imgui_demo.cpp b/imgui_demo.cpp index eb8c2117..7b240696 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1298,7 +1298,7 @@ static void ShowDemoWindowWidgets() static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); - // Create a dummy array of contiguous float values to plot + // Fill an array of contiguous float values to plot // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float // and the sizeof() of your structure in the "stride" parameter. static float values[90] = {}; @@ -1306,7 +1306,7 @@ static void ShowDemoWindowWidgets() static double refresh_time = 0.0; if (!animate || refresh_time == 0.0) refresh_time = ImGui::GetTime(); - while (refresh_time < ImGui::GetTime()) // Create dummy data at fixed 60 Hz rate for the demo + while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo { static float phase = 0.0f; values[values_offset] = cosf(phase); @@ -1406,7 +1406,7 @@ static void ShowDemoWindowWidgets() ImGui::Text("Color button with Custom Picker Popup:"); - // Generate a dummy default palette. The palette will persist and can be edited. + // Generate a default palette. The palette will persist and can be edited. static bool saved_palette_init = true; static ImVec4 saved_palette[32] = {}; if (saved_palette_init) @@ -1987,8 +1987,8 @@ static void ShowDemoWindowWidgets() if (embed_all_inside_a_child_window) ImGui::EndChild(); - static char dummy_str[] = "This is a dummy field to be able to tab-out of the widgets above."; - ImGui::InputText("dummy", dummy_str, IM_ARRAYSIZE(dummy_str), ImGuiInputTextFlags_ReadOnly); + static char unused_str[] = "This widget is only here to be able to tab-out of the widgets above."; + ImGui::InputText("unused", unused_str, IM_ARRAYSIZE(unused_str), ImGuiInputTextFlags_ReadOnly); // Calling IsItemHovered() after begin returns the hovered status of the title bar. // This is useful in particular if you want to create a context menu associated to the title bar of a window. @@ -2018,7 +2018,7 @@ static void ShowDemoWindowWidgets() static void ShowDemoWindowLayout() { - if (!ImGui::CollapsingHeader("Layout")) + if (!ImGui::CollapsingHeader("Layout & Scrolling")) return; if (ImGui::TreeNode("Child windows")) @@ -2434,7 +2434,7 @@ static void ShowDemoWindowLayout() ImGui::SameLine(0.0f, spacing); if (ImGui::TreeNode("Node##1")) { - // Dummy tree data + // Placeholder tree data for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); @@ -2450,7 +2450,7 @@ static void ShowDemoWindowLayout() ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); if (node_open) { - // Dummy tree data + // Placeholder tree data for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); @@ -2548,11 +2548,9 @@ static void ShowDemoWindowLayout() ImGui::Spacing(); HelpMarker( "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" - "Using 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."); + "Because 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++) { @@ -2742,23 +2740,66 @@ static void ShowDemoWindowLayout() if (ImGui::TreeNode("Clipping")) { - static ImVec2 size(100, 100), offset(50, 20); - ImGui::TextWrapped( - "On a per-widget basis we are occasionally clipping text CPU-side if it won't fit in its frame. " - "Otherwise we are doing coarser clipping + passing a scissor rectangle to the renderer. " - "The system is designed to try minimizing both execution and CPU/GPU rendering cost."); + static ImVec2 size(100.0f, 100.0f); + static ImVec2 offset(30.0f, 30.0f); ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f"); - ImGui::TextWrapped("(Click and drag)"); - ImVec2 pos = ImGui::GetCursorScreenPos(); - ImVec4 clip_rect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); - ImGui::InvisibleButton("##dummy", size); - if (ImGui::IsItemActive() && ImGui::IsMouseDragging(0)) + ImGui::TextWrapped("(Click and drag to scroll)"); + + for (int n = 0; n < 3; n++) { - offset.x += ImGui::GetIO().MouseDelta.x; - offset.y += ImGui::GetIO().MouseDelta.y; + if (n > 0) + ImGui::SameLine(); + ImGui::PushID(n); + ImGui::BeginGroup(); // Lock X position + + ImGui::InvisibleButton("##empty", size); + if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) + { + offset.x += ImGui::GetIO().MouseDelta.x; + offset.y += ImGui::GetIO().MouseDelta.y; + } + const ImVec2 p0 = ImGui::GetItemRectMin(); + const ImVec2 p1 = ImGui::GetItemRectMax(); + const char* text_str = "Line 1 hello\nLine 2 clip me!"; + const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + switch (n) + { + case 0: + HelpMarker( + "Using ImGui::PushClipRect():\n" + "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" + "(use this if you want your clipping rectangle to affect interactions)"); + ImGui::PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + ImGui::PopClipRect(); + break; + case 1: + HelpMarker( + "Using ImDrawList::PushClipRect():\n" + "Will alter ImDrawList rendering only.\n" + "(use this as a shortcut if you are only using ImDrawList calls)"); + draw_list->PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + draw_list->PopClipRect(); + break; + case 2: + HelpMarker( + "Using ImDrawList::AddText() with a fine ClipRect:\n" + "Will alter only this specific ImDrawList::AddText() rendering.\n" + "(this is often used internally to avoid altering the clipping rectangle and minimize draw calls)"); + ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert. + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect); + break; + } + ImGui::EndGroup(); + ImGui::PopID(); } - ImGui::GetWindowDrawList()->AddRectFilled(pos, ImVec2(pos.x + size.x, pos.y + size.y), IM_COL32(90, 90, 120, 255)); - ImGui::GetWindowDrawList()->AddText(ImGui::GetFont(), ImGui::GetFontSize()*2.0f, ImVec2(pos.x + offset.x, pos.y + offset.y), IM_COL32_WHITE, "Line 1 hello\nLine 2 clip me!", NULL, 0.0f, &clip_rect); + ImGui::TreePop(); } } @@ -2930,8 +2971,8 @@ static void ShowDemoWindowPopups() ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n"); ImGui::Separator(); - //static int dummy_i = 0; - //ImGui::Combo("Combo", &dummy_i, "Delete\0Delete harder\0"); + //static int unused_i = 0; + //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0"); static bool dont_ask_me_next_time = false; ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); @@ -2953,7 +2994,7 @@ static void ShowDemoWindowPopups() { if (ImGui::BeginMenu("File")) { - if (ImGui::MenuItem("Dummy menu item")) {} + if (ImGui::MenuItem("Some menu item")) {} ImGui::EndMenu(); } ImGui::EndMenuBar(); @@ -2972,8 +3013,8 @@ static void ShowDemoWindowPopups() // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value // of the bool actually doesn't matter here. - bool dummy_open = true; - if (ImGui::BeginPopupModal("Stacked 2", &dummy_open)) + bool unused_open = true; + if (ImGui::BeginPopupModal("Stacked 2", &unused_open)) { ImGui::Text("Hello from Stacked The Second!"); if (ImGui::Button("Close")) @@ -3308,7 +3349,7 @@ static void ShowDemoWindowMisc() if (ImGui::TreeNode("Tabbing")) { ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); - static char buf[32] = "dummy"; + static char buf[32] = "hello"; ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); @@ -3985,7 +4026,7 @@ static void ShowExampleAppMainMenuBar() // (future version will add explicit flags to BeginMenu() to request processing shortcuts) static void ShowExampleMenuFile() { - ImGui::MenuItem("(dummy menu)", NULL, false, false); + ImGui::MenuItem("(demo menu)", NULL, false, false); if (ImGui::MenuItem("New")) {} if (ImGui::MenuItem("Open", "Ctrl+O")) {} if (ImGui::BeginMenu("Open Recent")) @@ -4149,8 +4190,8 @@ struct ExampleAppConsole // TODO: display items starting from the bottom - if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine(); - if (ImGui::SmallButton("Add Dummy Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine(); + if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine(); + if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine(); if (ImGui::SmallButton("Clear")) { ClearLog(); } ImGui::SameLine(); bool copy_to_clipboard = ImGui::SmallButton("Copy"); //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } @@ -4640,7 +4681,7 @@ static void ShowExampleAppLayout(bool* p_open) // [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() //----------------------------------------------------------------------------- -static void ShowDummyObject(const char* prefix, int uid) +static void ShowPlaceholderObject(const char* prefix, int uid) { // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID. ImGui::PushID(uid); @@ -4652,13 +4693,13 @@ static void ShowDummyObject(const char* prefix, int uid) ImGui::NextColumn(); if (node_open) { - static float dummy_members[8] = { 0.0f, 0.0f, 1.0f, 3.1416f, 100.0f, 999.0f }; + static float placeholder_members[8] = { 0.0f, 0.0f, 1.0f, 3.1416f, 100.0f, 999.0f }; for (int i = 0; i < 8; i++) { ImGui::PushID(i); // Use field index as identifier. if (i < 2) { - ShowDummyObject("Child", 424242); + ShowPlaceholderObject("Child", 424242); } else { @@ -4669,9 +4710,9 @@ static void ShowDummyObject(const char* prefix, int uid) ImGui::NextColumn(); ImGui::SetNextItemWidth(-1); if (i >= 5) - ImGui::InputFloat("##value", &dummy_members[i], 1.0f); + ImGui::InputFloat("##value", &placeholder_members[i], 1.0f); else - ImGui::DragFloat("##value", &dummy_members[i], 0.01f); + ImGui::DragFloat("##value", &placeholder_members[i], 0.01f); ImGui::NextColumn(); } ImGui::PopID(); @@ -4701,9 +4742,9 @@ static void ShowExampleAppPropertyEditor(bool* p_open) ImGui::Columns(2); ImGui::Separator(); - // Iterate dummy objects with dummy members (all the same data) + // Iterate placeholder objects (all the same data) for (int obj_i = 0; obj_i < 3; obj_i++) - ShowDummyObject("Object", obj_i); + ShowPlaceholderObject("Object", obj_i); ImGui::Columns(1); ImGui::Separator(); @@ -5041,13 +5082,14 @@ static void ShowExampleAppCustomRendering(bool* p_open) if (ImGui::BeginTabItem("Canvas")) { - struct ItemLine { ImVec2 p0, p1; ItemLine(const ImVec2& _p0, const ImVec2& _p1) { p0 = _p0; p1 = _p1; } }; - static ImVector lines; + static ImVector points; static ImVec2 scrolling(0.0f, 0.0f); - static bool show_grid = true; + static bool opt_enable_grid = true; + static bool opt_enable_context_menu = true; static bool adding_line = false; - ImGui::Checkbox("Show grid", &show_grid); + ImGui::Checkbox("Enable grid", &opt_enable_grid); + ImGui::Checkbox("Enable context menu", &opt_enable_context_menu); ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu."); // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. @@ -5084,41 +5126,43 @@ static void ShowExampleAppCustomRendering(bool* p_open) // Add first and second point if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) { - lines.push_back(ItemLine(mouse_pos_in_canvas, mouse_pos_in_canvas)); + points.push_back(mouse_pos_in_canvas); + points.push_back(mouse_pos_in_canvas); adding_line = true; } if (adding_line) { - lines.back().p1 = mouse_pos_in_canvas; + points.back() = mouse_pos_in_canvas; if (!ImGui::IsMouseDown(ImGuiMouseButton_Left)) adding_line = false; } - // Pan (using zero mouse threshold) - if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, 0.0f)) + // Pan (we use a zero mouse threshold when there's no context menu) + // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc. + const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f; + if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan)) { scrolling.x += io.MouseDelta.x; scrolling.y += io.MouseDelta.y; } // Context menu (under default mouse threshold) - // We intentionally use the same button to demonstrate using mouse drag threshold. Some may feel panning should rely on same threshold. ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right); - if (drag_delta.x == 0.0f && drag_delta.y == 0.0f) + if (opt_enable_context_menu && ImGui::IsMouseReleased(ImGuiMouseButton_Right) && drag_delta.x == 0.0f && drag_delta.y == 0.0f) ImGui::OpenPopupContextItem("context"); if (ImGui::BeginPopup("context")) { if (adding_line) - lines.pop_back(); + points.resize(points.size() - 2); adding_line = false; - if (ImGui::MenuItem("Remove one", NULL, false, lines.Size > 0)) { lines.pop_back(); } - if (ImGui::MenuItem("Remove all", NULL, false, lines.Size > 0)) { lines.clear(); } + if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); } + if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); } ImGui::EndPopup(); } // Draw grid + all lines in the canvas draw_list->PushClipRect(canvas_p0, canvas_p1, true); - if (show_grid) + if (opt_enable_grid) { const float GRID_STEP = 64.0f; for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP) @@ -5126,8 +5170,8 @@ static void ShowExampleAppCustomRendering(bool* p_open) for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP) draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40)); } - for (int n = 0; n < lines.Size; n++) - draw_list->AddLine(ImVec2(origin.x + lines[n].p0.x, origin.y + lines[n].p0.y), ImVec2(origin.x + lines[n].p1.x, origin.y + lines[n].p1.y), IM_COL32(255, 255, 0, 255), 2.0f); + for (int n = 0; n < points.Size; n += 2) + draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); draw_list->PopClipRect(); ImGui::EndTabItem(); @@ -5278,7 +5322,7 @@ struct MyDocument void DoForceClose() { Open = false; Dirty = false; } void DoSave() { Dirty = false; } - // Display dummy contents for the Document + // Display placeholder contents for the Document static void DisplayContents(MyDocument* doc) { ImGui::PushID(doc); diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 1a40d3af..b69f4a3e 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -2313,8 +2313,8 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) const int codepoint = src_tmp.GlyphsList[glyph_i]; const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; stbtt_aligned_quad q; - float dummy_x = 0.0f, dummy_y = 0.0f; - stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &dummy_x, &dummy_y, &q, 0); + float unused_x = 0.0f, unused_y = 0.0f; + stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); dst_font->AddGlyph(&cfg, (ImWchar)codepoint, q.x0 + font_off_x, q.y0 + font_off_y, q.x1 + font_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, pc.xadvance); } } @@ -2334,6 +2334,7 @@ void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* f font->ClearOutputData(); font->FontSize = font_config->SizePixels; font->ConfigData = font_config; + font->ConfigDataCount = 0; font->ContainerAtlas = atlas; font->Ascent = ascent; font->Descent = descent; diff --git a/imgui_internal.h b/imgui_internal.h index fba6d735..8c7601c8 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -100,7 +100,7 @@ struct ImGuiDockNode; // Docking system node (hold a list of Windo struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session) struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box -struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data +struct ImGuiLastItemDataBackup; // Backup and restore IsItemHovered() internal data struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only struct ImGuiNavMoveResult; // Result of a gamepad/keyboard directional navigation move query result struct ImGuiNextWindowData; // Storage for SetNextWindow** functions @@ -1035,7 +1035,7 @@ struct ImGuiColumns float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() - ImRect HostWorkRect; // Backup of WorkRect at the time of BeginColumns() + ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() ImVector Columns; ImDrawListSplitter Splitter; @@ -1801,7 +1801,8 @@ struct IMGUI_API ImGuiWindow ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. - ImRect WorkRect; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). + ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). + ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack? ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window. @@ -1866,14 +1867,14 @@ public: }; // Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data. -struct ImGuiItemHoveredDataBackup +struct ImGuiLastItemDataBackup { ImGuiID LastItemId; ImGuiItemStatusFlags LastItemStatusFlags; ImRect LastItemRect; ImRect LastItemDisplayRect; - ImGuiItemHoveredDataBackup() { Backup(); } + ImGuiLastItemDataBackup() { Backup(); } void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemStatusFlags = window->DC.LastItemStatusFlags; LastItemRect = window->DC.LastItemRect; LastItemDisplayRect = window->DC.LastItemDisplayRect; } void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; } }; @@ -2053,6 +2054,7 @@ namespace ImGui IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); + IMGUI_API void SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested IMGUI_API void FocusableItemUnregister(ImGuiWindow* window); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index da74ed52..374e6b5d 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5215,9 +5215,9 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask); SetCursorScreenPos(backup_pos); - ImVec4 dummy_ref_col; - memcpy(&dummy_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); - ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags); + ImVec4 previewing_ref_col; + memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags); PopID(); } PopItemWidth(); @@ -5671,7 +5671,7 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. ImGuiContext& g = *GImGui; - ImGuiItemHoveredDataBackup last_item_backup; + ImGuiLastItemDataBackup last_item_backup; float button_size = g.FontSize; float button_x = ImMax(window->DC.LastItemRect.Min.x, window->DC.LastItemRect.Max.x - g.Style.FramePadding.x * 2.0f - button_size); float button_y = window->DC.LastItemRect.Min.y; @@ -5689,7 +5689,7 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags // - Selectable() //------------------------------------------------------------------------- -// Tip: pass a non-visible label (e.g. "##dummy") then you can use the space to draw other text or image. +// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. // But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. // With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowItemOverlap are also frequently used flags. // FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. @@ -5714,8 +5714,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl ItemSize(size, 0.0f); // Fill horizontal space - const float min_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? window->ContentRegionRect.Min.x : pos.x; - const float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? window->ContentRegionRect.Max.x : GetContentRegionMaxAbs().x; + const float min_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? window->ParentWorkRect.Min.x : pos.x; + const float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) size.x = ImMax(label_size.x, max_x - min_x); @@ -6689,9 +6689,9 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG tab_bar->CurrFrameVisible = g.FrameCount; tab_bar->FramePadding = g.Style.FramePadding; - // Layout - ItemSize(ImVec2(tab_bar->OffsetMaxIdeal, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); + // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap window->DC.CursorPos.x = tab_bar->BarRect.Min.x; + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + g.Style.ItemSpacing.y; // Draw separator const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); @@ -6724,7 +6724,7 @@ void ImGui::EndTabBar() IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); return; } - if (tab_bar->WantLayout) + if (tab_bar->WantLayout) // Fallback in case no TabItem have been submitted TabBarLayout(tab_bar); // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). @@ -6914,6 +6914,11 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Clear name buffers if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) tab_bar->TabsNames.Buf.resize(0); + + // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) + ImGuiWindow* window = g.CurrentWindow; + window->DC.CursorPos = tab_bar->BarRect.Min; + ItemSize(ImVec2(tab_bar->OffsetMaxIdeal, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); } // Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack. @@ -7196,7 +7201,8 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, const ImGuiStyle& style = g.Style; const ImGuiID id = TabBarCalcTabID(tab_bar, label); - // If the user called us with *p_open == false, we early out and don't render. We make a dummy call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + // If the user called us with *p_open == false, we early out and don't render. + // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); if (p_open && !*p_open) { @@ -7547,7 +7553,7 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, close_button_visible = true; if (close_button_visible) { - ImGuiItemHoveredDataBackup last_item_backup; + ImGuiLastItemDataBackup last_item_backup; const float close_button_sz = g.FontSize; PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding); if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x * 2.0f - close_button_sz, bb.Min.y))) @@ -7807,7 +7813,8 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag columns->HostCursorPosY = window->DC.CursorPos.y; columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; columns->HostInitialClipRect = window->ClipRect; - columns->HostWorkRect = window->WorkRect; + columns->HostBackupParentWorkRect = window->ParentWorkRect; + window->ParentWorkRect = window->WorkRect; // Set state for first column // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect @@ -7987,7 +7994,8 @@ void ImGui::EndColumns() } columns->IsBeingResized = is_being_resized; - window->WorkRect = columns->HostWorkRect; + window->WorkRect = window->ParentWorkRect; + window->ParentWorkRect = columns->HostBackupParentWorkRect; window->DC.CurrentColumns = NULL; window->DC.ColumnsOffset.x = 0.0f; window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); diff --git a/misc/freetype/imgui_freetype.cpp b/misc/freetype/imgui_freetype.cpp index 1a03be0c..3d62dc4b 100644 --- a/misc/freetype/imgui_freetype.cpp +++ b/misc/freetype/imgui_freetype.cpp @@ -382,7 +382,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) - for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) + for (int codepoint = src_range[0]; codepoint <= (int)src_range[1]; codepoint++) { if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite) continue;