diff --git a/imgui.cpp b/imgui.cpp index 2f46ee45..cdbe1650 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -289,6 +289,7 @@ - text edit: flag to disable live update of the user buffer. - text edit: field resize behavior - field could stretch when being edited? hover tooltip shows more text? - text edit: add multi-line text edit + - tree: reformulate OpenNextNode() into SetNextWindowCollapsed() api - tree: add treenode/treepush int variants? because (void*) cast from int warns on some platforms/settings - settings: write more decent code to allow saving/loading new fields - settings: api for per-tool simple persistent data (bool,int,float) in .ini file @@ -531,8 +532,8 @@ ImGuiStyle::ImGuiStyle() Colors[ImGuiCol_TooltipBg] = ImVec4(0.05f, 0.05f, 0.10f, 0.90f); } -// Statically allocated font atlas. This is merely a maneuver to keep its definition at the bottom of the .H file. -// Because we cannot new() at this point (before users may define IO.MemAllocFn) +// Statically allocated font atlas. This is merely a maneuver to keep ImFontAtlas definition at the bottom of the .h file (otherwise it'd be inside ImGuiIO) +// Also we wouldn't be able to new() one at this point, before users may define IO.MemAllocFn. static ImFontAtlas GDefaultFontAtlas; ImGuiIO::ImGuiIO() @@ -564,7 +565,7 @@ ImGuiIO::ImGuiIO() // Pass in translated ASCII characters for text input. // - with glfw you can get those from the callback set in glfwSetCharCallback() -// - on Windows you can get those using ToAscii+keyboard state, or via the VM_CHAR message +// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message void ImGuiIO::AddInputCharacter(ImWchar c) { const size_t n = ImStrlenW(InputCharacters); @@ -590,7 +591,7 @@ const float PI = 3.14159265358979323846f; #define IM_INT_MAX 2147483647 #endif -// Play it nice with Windows users. Notepad in 2014 still doesn't display text data with Unix-style \n. +// Play it nice with Windows users. Notepad in 2015 still doesn't display text data with Unix-style \n. #ifdef _MSC_VER #define STR_NEWLINE "\r\n" #else @@ -649,8 +650,7 @@ static char* ImStrdup(const char *str) static size_t ImStrlenW(const ImWchar* str) { size_t n = 0; - while (*str++) - n++; + while (*str++) n++; return n; } @@ -843,7 +843,7 @@ struct ImGuiStyleMod // Style modifier, backup of modified data so we can res ImVec2 PreviousValue; }; -struct ImGuiAabb // 2D axis aligned bounding-box +struct ImGuiAabb // 2D axis aligned bounding-box { ImVec2 Min; ImVec2 Max; @@ -935,7 +935,7 @@ struct ImGuiTextEditState float ScrollX; STB_TexteditState StbState; float CursorAnim; - ImVec2 LastCursorPos; // Cursor position in screen space to be used by IME callback. + ImVec2 InputCursorScreenPos; // Cursor position in screen space to be used by IME callback. bool SelectedAllMouseLock; ImFont* Font; float FontSize; @@ -5362,7 +5362,7 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT edit_state.Width = w; stb_textedit_initialize_state(&edit_state.StbState, true); edit_state.CursorAnimReset(); - edit_state.LastCursorPos = ImVec2(-1.f,-1.f); + edit_state.InputCursorScreenPos = ImVec2(-1.f,-1.f); if (tab_focus_requested || is_ctrl_down) select_all = true; @@ -5610,11 +5610,11 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT if (g.InputTextState.CursorIsVisible()) window->DrawList->AddRect(cursor_pos - font_off_up + ImVec2(0,2), cursor_pos + font_off_dn - ImVec2(0,3), window->Color(ImGuiCol_Text)); - // Notify OS of text input position - if (io.ImeSetInputScreenPosFn && ImLengthSqr(edit_state.LastCursorPos - cursor_pos) > 0.0001f) + // Notify OS of text input position for advanced IME + if (io.ImeSetInputScreenPosFn && ImLengthSqr(edit_state.InputCursorScreenPos - cursor_pos) > 0.0001f) io.ImeSetInputScreenPosFn((int)cursor_pos.x - 1, (int)(cursor_pos.y - window->FontSize())); // -1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety. - edit_state.LastCursorPos = cursor_pos; + edit_state.InputCursorScreenPos = cursor_pos; } RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); diff --git a/imgui.h b/imgui.h index 34d9c0d6..78e0af7e 100644 --- a/imgui.h +++ b/imgui.h @@ -391,7 +391,7 @@ enum ImGuiInputTextFlags_ ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs - ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking focus + ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified) ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Call user function on pressing TAB (for completion handling) ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Call user function on pressing Up/Down arrows (for history handling) @@ -498,7 +498,7 @@ enum ImGuiColorEditMode_ enum ImGuiSetCondition_ { ImGuiSetCondition_Always = 1 << 0, // Set the variable - ImGuiSetCondition_FirstUseThisSession = 1 << 1, // Only set the variable on the first call for this window (once per session) + ImGuiSetCondition_FirstUseThisSession = 1 << 1, // Only set the variable on the first call per runtime session ImGuiSetCondition_FirstUseEver = 1 << 2 // Only set the variable if the window doesn't exist in the .ini file }; @@ -534,7 +534,7 @@ struct ImGuiIO ImVec2 DisplaySize; // // Display size, in pixels. For clamping windows positions. float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. - float IniSavingRate; // = 5.0f // Maximum time between saving .ini file, in seconds. + float IniSavingRate; // = 5.0f // Maximum time between saving positions/sizes to .ini file, in seconds. const char* IniFilename; // = "imgui.ini" // Path to .ini file. NULL to disable .ini saving. const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified). float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. @@ -556,8 +556,8 @@ struct ImGuiIO // See example code if you are unsure of how to implement this. void (*RenderDrawListsFn)(ImDrawList** const draw_lists, int count); - // Optional: access OS clipboard (default to use native Win32 clipboard on Windows, otherwise use a ImGui private clipboard) - // Override to access OS clipboard on other architectures. + // Optional: access OS clipboard + // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) const char* (*GetClipboardTextFn)(); void (*SetClipboardTextFn)(const char* text); @@ -565,7 +565,7 @@ struct ImGuiIO void* (*MemAllocFn)(size_t sz); void (*MemFreeFn)(void* ptr); - // Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese inputs in Windows) + // Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows) void (*ImeSetInputScreenPosFn)(int x, int y); //------------------------------------------------------------------ @@ -573,12 +573,12 @@ struct ImGuiIO //------------------------------------------------------------------ ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) - bool MouseDown[5]; // Mouse buttons. ImGui itself only uses button 0 (left button) but you can use others as storage for convenience. + bool MouseDown[5]; // Mouse buttons. ImGui itself only uses button 0 (left button). Others buttons allows to track if mouse is being used by your application + available to user as a convenience via IsMouse** API. float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text. bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). bool KeyCtrl; // Keyboard modifier pressed: Control bool KeyShift; // Keyboard modifier pressed: Shift - bool KeysDown[512]; // Keyboard keys that are pressed (in whatever order user naturally has access to keyboard data) + bool KeysDown[512]; // Keyboard keys that are pressed (in whatever storage order you naturally have access to keyboard data) ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper. // Function @@ -596,7 +596,7 @@ struct ImGuiIO // [Internal] ImGui will maintain those fields for you //------------------------------------------------------------------ - ImVec2 MousePosPrev; // + ImVec2 MousePosPrev; // Previous mouse position ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are negative to allow mouse enabling/disabling. bool MouseClicked[5]; // Mouse button went from !Down to Down ImVec2 MouseClickedPos[5]; // Position at time of clicking @@ -752,7 +752,6 @@ struct ImColor ImColor(int r, int g, int b, int a = 255) { Value.x = (float)r / 255.0f; Value.y = (float)g / 255.0f; Value.z = (float)b / 255.0f; Value.w = (float)a / 255.0f; } ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; } ImColor(const ImVec4& col) { Value = col; } - operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } operator ImVec4() const { return Value; } @@ -775,7 +774,7 @@ struct ImColor // It is up to you to decide if your rendering loop or the callback should be responsible for backup/restoring rendering state. typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); -// Typically, 1 command = 1 gpu draw call +// Typically, 1 command = 1 gpu draw call (unless command is a callback) struct ImDrawCmd { unsigned int vtx_count; // Number of vertices (multiple of 3) to be drawn as triangles. The vertices are stored in the callee ImDrawList's vtx_buffer[] array.