From ad3c1e68ab8dcb44a6f5602fd9f5e149323b7398 Mon Sep 17 00:00:00 2001 From: Nicolas Guillemot Date: Tue, 16 May 2017 16:43:59 -0700 Subject: [PATCH 01/20] save and restore sampler in GL 3 examples --- examples/opengl3_example/imgui_impl_glfw_gl3.cpp | 3 +++ examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp | 3 +++ 2 files changed, 6 insertions(+) diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp index dd02d8b1..155ab2b9 100644 --- a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp +++ b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp @@ -48,6 +48,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) glActiveTexture(GL_TEXTURE0); GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); @@ -107,6 +108,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) else { glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glBindSampler(0, 0); // rely on combined texture/sampler state. glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); } @@ -117,6 +119,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) // Restore modified GL state glUseProgram(last_program); glBindTexture(GL_TEXTURE_2D, last_texture); + glBindSampler(0, last_sampler); glActiveTexture(last_active_texture); glBindVertexArray(last_vertex_array); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); diff --git a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp index 7b7dacaa..77e33442 100644 --- a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp +++ b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp @@ -42,6 +42,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) glActiveTexture(GL_TEXTURE0); GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); @@ -101,6 +102,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) else { glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glBindSampler(0, 0); // rely on combined texture/sampler state. glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); } @@ -111,6 +113,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) // Restore modified GL state glUseProgram(last_program); glBindTexture(GL_TEXTURE_2D, last_texture); + glBindSampler(0, last_sampler); glActiveTexture(last_active_texture); glBindVertexArray(last_vertex_array); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); From 6a1ba317c7b14fd0e024d329493b165a176512c5 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 29 Aug 2017 19:05:56 +0800 Subject: [PATCH 02/20] Demo: Minor coding style tweaks so bgfx copy needs less patching. --- imgui.cpp | 6 +++--- imgui_demo.cpp | 21 +++++++++++---------- 2 files changed, 14 insertions(+), 13 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index a94546e0..35510844 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -7996,9 +7996,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 edit_state.OnKeyPressed((int)c); } else if (IsKeyPressedMap(ImGuiKey_Escape)) { clear_active_id = cancel_edit = true; } - else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Z) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_UNDO); edit_state.ClearSelection(); } - else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Y) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_REDO); edit_state.ClearSelection(); } - else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_A)) { edit_state.SelectAll(); edit_state.CursorFollow = true; } + else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Z) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_UNDO); edit_state.ClearSelection(); } + else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Y) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_REDO); edit_state.ClearSelection(); } + else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_A)) { edit_state.SelectAll(); edit_state.CursorFollow = true; } else if (is_shortcut_key_only && !is_password && ((IsKeyPressedMap(ImGuiKey_X) && is_editable) || IsKeyPressedMap(ImGuiKey_C)) && (!is_multiline || edit_state.HasSelection())) { // Cut, Copy diff --git a/imgui_demo.cpp b/imgui_demo.cpp index abf89f34..b114520b 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1550,9 +1550,9 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::InputFloat("blue", &bar, 0.05f, 0, 3); ImGui::NextColumn(); - if (ImGui::CollapsingHeader("Category A")) ImGui::Text("Blah blah blah"); ImGui::NextColumn(); - if (ImGui::CollapsingHeader("Category B")) ImGui::Text("Blah blah blah"); ImGui::NextColumn(); - if (ImGui::CollapsingHeader("Category C")) ImGui::Text("Blah blah blah"); ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); ImGui::Columns(1); ImGui::Separator(); ImGui::TreePop(); @@ -2105,9 +2105,9 @@ static void ShowExampleAppConstrainedResize(bool* p_open) "Custom: Fixed Steps (100)", }; ImGui::Combo("Constraint", &type, desc, IM_ARRAYSIZE(desc)); - if (ImGui::Button("200x200")) ImGui::SetWindowSize(ImVec2(200,200)); ImGui::SameLine(); - if (ImGui::Button("500x500")) ImGui::SetWindowSize(ImVec2(500,500)); ImGui::SameLine(); - if (ImGui::Button("800x200")) ImGui::SetWindowSize(ImVec2(800,200)); + if (ImGui::Button("200x200")) { ImGui::SetWindowSize(ImVec2(200,200)); } ImGui::SameLine(); + if (ImGui::Button("500x500")) { ImGui::SetWindowSize(ImVec2(500,500)); } ImGui::SameLine(); + if (ImGui::Button("800x200")) { ImGui::SetWindowSize(ImVec2(800,200)); } for (int i = 0; i < 10; i++) ImGui::Text("Hello, sailor! Making this line long enough for the example."); } @@ -2325,8 +2325,8 @@ 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("Clear")) ClearLog(); ImGui::SameLine(); + if (ImGui::SmallButton("Add Dummy Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine(); + if (ImGui::SmallButton("Clear")) { ClearLog(); } ImGui::SameLine(); bool copy_to_clipboard = ImGui::SmallButton("Copy"); ImGui::SameLine(); if (ImGui::SmallButton("Scroll to bottom")) ScrollToBottom = true; //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } @@ -2385,7 +2385,7 @@ struct ExampleAppConsole if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), ImGuiInputTextFlags_EnterReturnsTrue|ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_CallbackHistory, &TextEditCallbackStub, (void*)this)) { char* input_end = InputBuf+strlen(InputBuf); - while (input_end > InputBuf && input_end[-1] == ' ') input_end--; *input_end = 0; + while (input_end > InputBuf && input_end[-1] == ' ') { input_end--; } *input_end = 0; if (InputBuf[0]) ExecCommand(InputBuf); strcpy(InputBuf, ""); @@ -2426,7 +2426,8 @@ struct ExampleAppConsole } else if (Stricmp(command_line, "HISTORY") == 0) { - for (int i = History.Size >= 10 ? History.Size - 10 : 0; i < History.Size; i++) + int first = History.Size - 10; + for (int i = first > 0 ? first : 0; i < History.Size; i++) AddLog("%3d: %s\n", i, History[i]); } else From 670d40642f726759b422b37784ef5f59c1cbbcb9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Branimir=20Karad=C5=BEi=C4=87?= Date: Thu, 31 Aug 2017 13:04:40 -0700 Subject: [PATCH 03/20] Fixed C4267 conversion from size_t to int. --- imgui.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui.cpp b/imgui.cpp index 35510844..ae178728 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -10386,7 +10386,7 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) ImGuiContext& g = *GImGui; g.PrivateClipboard.clear(); const char* text_end = text + strlen(text); - g.PrivateClipboard.resize((size_t)(text_end - text) + 1); + g.PrivateClipboard.resize((int)(text_end - text) + 1); memcpy(&g.PrivateClipboard[0], text, (size_t)(text_end - text)); g.PrivateClipboard[(int)(text_end - text)] = 0; } From cf48e28932e5d920567c61c04b97fdc954cabb8b Mon Sep 17 00:00:00 2001 From: unknown Date: Fri, 1 Sep 2017 20:39:12 +1200 Subject: [PATCH 04/20] Backup polygon mode, draw with filled polygons, restore state, for clients running opengl with glPolygonMode. closes #798 --- examples/opengl2_example/imgui_impl_glfw.cpp | 5 ++++- examples/opengl3_example/imgui_impl_glfw_gl3.cpp | 5 ++++- examples/sdl_opengl2_example/imgui_impl_sdl.cpp | 5 ++++- examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp | 5 ++++- 4 files changed, 16 insertions(+), 4 deletions(-) diff --git a/examples/opengl2_example/imgui_impl_glfw.cpp b/examples/opengl2_example/imgui_impl_glfw.cpp index f85fb5c4..4fe957cb 100644 --- a/examples/opengl2_example/imgui_impl_glfw.cpp +++ b/examples/opengl2_example/imgui_impl_glfw.cpp @@ -44,8 +44,9 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data) draw_data->ScaleClipRects(io.DisplayFramebufferScale); // We are using the OpenGL fixed pipeline to make the example code simpler to read! - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers. + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); @@ -58,6 +59,7 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data) glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound // Setup viewport, orthographic projection matrix @@ -109,6 +111,7 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data) glMatrixMode(GL_PROJECTION); glPopMatrix(); glPopAttrib(); + glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); } diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp index ff96b88a..4c91961d 100644 --- a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp +++ b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp @@ -51,6 +51,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); @@ -64,13 +65,14 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glEnable(GL_SCISSOR_TEST); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // Setup viewport, orthographic projection matrix glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); @@ -127,6 +129,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); + glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); } diff --git a/examples/sdl_opengl2_example/imgui_impl_sdl.cpp b/examples/sdl_opengl2_example/imgui_impl_sdl.cpp index a8338cec..cef10e72 100644 --- a/examples/sdl_opengl2_example/imgui_impl_sdl.cpp +++ b/examples/sdl_opengl2_example/imgui_impl_sdl.cpp @@ -35,8 +35,9 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data) draw_data->ScaleClipRects(io.DisplayFramebufferScale); // We are using the OpenGL fixed pipeline to make the example code simpler to read! - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers. + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); @@ -49,6 +50,7 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data) glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound // Setup viewport, orthographic projection matrix @@ -100,6 +102,7 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data) glMatrixMode(GL_PROJECTION); glPopMatrix(); glPopAttrib(); + glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); } diff --git a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp index 1861edae..1829ac95 100644 --- a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp +++ b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp @@ -45,6 +45,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); @@ -58,13 +59,14 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glEnable(GL_SCISSOR_TEST); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // Setup viewport, orthographic projection matrix glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); @@ -121,6 +123,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); + glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); } From 7d1f2c0dc55c1cdce6cf3580a395ca4dd9357d18 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 1 Sep 2017 16:45:31 +0200 Subject: [PATCH 05/20] Examples: GL2: rename functions to include GL2 in name --- examples/opengl2_example/imgui_impl_glfw.cpp | 34 +++++++++---------- examples/opengl2_example/imgui_impl_glfw.h | 23 ++++++------- examples/opengl2_example/main.cpp | 6 ++-- .../sdl_opengl2_example/imgui_impl_sdl.cpp | 16 ++++----- examples/sdl_opengl2_example/imgui_impl_sdl.h | 12 +++---- examples/sdl_opengl2_example/main.cpp | 8 ++--- 6 files changed, 49 insertions(+), 50 deletions(-) diff --git a/examples/opengl2_example/imgui_impl_glfw.cpp b/examples/opengl2_example/imgui_impl_glfw.cpp index 4fe957cb..a1129d48 100644 --- a/examples/opengl2_example/imgui_impl_glfw.cpp +++ b/examples/opengl2_example/imgui_impl_glfw.cpp @@ -33,7 +33,7 @@ static GLuint g_FontTexture = 0; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // If text or lines are blurry when integrating ImGui in your engine: // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data) +void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) ImGuiIO& io = ImGui::GetIO(); @@ -126,18 +126,18 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) glfwSetClipboardString((GLFWwindow*)user_data, text); } -void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) { if (action == GLFW_PRESS && button >= 0 && button < 3) g_MousePressed[button] = true; } -void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset) +void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset) { g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines. } -void ImGui_ImplGlFw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods) { ImGuiIO& io = ImGui::GetIO(); if (action == GLFW_PRESS) @@ -152,14 +152,14 @@ void ImGui_ImplGlFw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; } -void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) +void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c) { ImGuiIO& io = ImGui::GetIO(); if (c > 0 && c < 0x10000) io.AddInputCharacter((unsigned short)c); } -bool ImGui_ImplGlfw_CreateDeviceObjects() +bool ImGui_ImplGlfwGL2_CreateDeviceObjects() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); @@ -185,7 +185,7 @@ bool ImGui_ImplGlfw_CreateDeviceObjects() return true; } -void ImGui_ImplGlfw_InvalidateDeviceObjects() +void ImGui_ImplGlfwGL2_InvalidateDeviceObjects() { if (g_FontTexture) { @@ -195,7 +195,7 @@ void ImGui_ImplGlfw_InvalidateDeviceObjects() } } -bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) +bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) { g_Window = window; @@ -220,7 +220,7 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; - io.RenderDrawListsFn = ImGui_ImplGlfw_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. + io.RenderDrawListsFn = ImGui_ImplGlfwGL2_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; io.ClipboardUserData = g_Window; @@ -230,25 +230,25 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) if (install_callbacks) { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlFw_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback); } return true; } -void ImGui_ImplGlfw_Shutdown() +void ImGui_ImplGlfwGL2_Shutdown() { - ImGui_ImplGlfw_InvalidateDeviceObjects(); + ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); ImGui::Shutdown(); } -void ImGui_ImplGlfw_NewFrame() +void ImGui_ImplGlfwGL2_NewFrame() { if (!g_FontTexture) - ImGui_ImplGlfw_CreateDeviceObjects(); + ImGui_ImplGlfwGL2_CreateDeviceObjects(); ImGuiIO& io = ImGui::GetIO(); diff --git a/examples/opengl2_example/imgui_impl_glfw.h b/examples/opengl2_example/imgui_impl_glfw.h index 07dd96f0..470863af 100644 --- a/examples/opengl2_example/imgui_impl_glfw.h +++ b/examples/opengl2_example/imgui_impl_glfw.h @@ -12,18 +12,17 @@ struct GLFWwindow; -IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); -IMGUI_API void ImGui_ImplGlfw_Shutdown(); -IMGUI_API void ImGui_ImplGlfw_NewFrame(); +IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks); +IMGUI_API void ImGui_ImplGlfwGL2_Shutdown(); +IMGUI_API void ImGui_ImplGlfwGL2_NewFrame(); // Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplGlfw_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplGlfw_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); +IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects(); -// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) -// Provided here if you want to chain callbacks. -// You can also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); +// GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization) +// Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference. +IMGUI_API void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp index aa0816f9..2c5bd569 100644 --- a/examples/opengl2_example/main.cpp +++ b/examples/opengl2_example/main.cpp @@ -22,7 +22,7 @@ int main(int, char**) glfwSwapInterval(1); // Enable vsync // Setup ImGui binding - ImGui_ImplGlfw_Init(window, true); + ImGui_ImplGlfwGL2_Init(window, true); // Load Fonts // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details) @@ -42,7 +42,7 @@ int main(int, char**) while (!glfwWindowShouldClose(window)) { glfwPollEvents(); - ImGui_ImplGlfw_NewFrame(); + ImGui_ImplGlfwGL2_NewFrame(); // 1. Show a simple window // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" @@ -84,7 +84,7 @@ int main(int, char**) } // Cleanup - ImGui_ImplGlfw_Shutdown(); + ImGui_ImplGlfwGL2_Shutdown(); glfwTerminate(); return 0; diff --git a/examples/sdl_opengl2_example/imgui_impl_sdl.cpp b/examples/sdl_opengl2_example/imgui_impl_sdl.cpp index cef10e72..784d90ae 100644 --- a/examples/sdl_opengl2_example/imgui_impl_sdl.cpp +++ b/examples/sdl_opengl2_example/imgui_impl_sdl.cpp @@ -117,7 +117,7 @@ static void ImGui_ImplSdl_SetClipboardText(void*, const char* text) SDL_SetClipboardText(text); } -bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event) +bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event) { ImGuiIO& io = ImGui::GetIO(); switch (event->type) @@ -157,7 +157,7 @@ bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event) return false; } -bool ImGui_ImplSdl_CreateDeviceObjects() +bool ImGui_ImplSdlGL2_CreateDeviceObjects() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); @@ -184,7 +184,7 @@ bool ImGui_ImplSdl_CreateDeviceObjects() return true; } -void ImGui_ImplSdl_InvalidateDeviceObjects() +void ImGui_ImplSdlGL2_InvalidateDeviceObjects() { if (g_FontTexture) { @@ -194,7 +194,7 @@ void ImGui_ImplSdl_InvalidateDeviceObjects() } } -bool ImGui_ImplSdl_Init(SDL_Window* window) +bool ImGui_ImplSdlGL2_Init(SDL_Window* window) { ImGuiIO& io = ImGui::GetIO(); io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. @@ -234,16 +234,16 @@ bool ImGui_ImplSdl_Init(SDL_Window* window) return true; } -void ImGui_ImplSdl_Shutdown() +void ImGui_ImplSdlGL2_Shutdown() { - ImGui_ImplSdl_InvalidateDeviceObjects(); + ImGui_ImplSdlGL2_InvalidateDeviceObjects(); ImGui::Shutdown(); } -void ImGui_ImplSdl_NewFrame(SDL_Window *window) +void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window) { if (!g_FontTexture) - ImGui_ImplSdl_CreateDeviceObjects(); + ImGui_ImplSdlGL2_CreateDeviceObjects(); ImGuiIO& io = ImGui::GetIO(); diff --git a/examples/sdl_opengl2_example/imgui_impl_sdl.h b/examples/sdl_opengl2_example/imgui_impl_sdl.h index a322bf2d..65b2bd99 100644 --- a/examples/sdl_opengl2_example/imgui_impl_sdl.h +++ b/examples/sdl_opengl2_example/imgui_impl_sdl.h @@ -9,11 +9,11 @@ struct SDL_Window; typedef union SDL_Event SDL_Event; -IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window* window); -IMGUI_API void ImGui_ImplSdl_Shutdown(); -IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window* window); -IMGUI_API bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event); +IMGUI_API bool ImGui_ImplSdlGL2_Init(SDL_Window* window); +IMGUI_API void ImGui_ImplSdlGL2_Shutdown(); +IMGUI_API void ImGui_ImplSdlGL2_NewFrame(SDL_Window* window); +IMGUI_API bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event); // Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplSdl_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplSdl_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplSdlGL2_InvalidateDeviceObjects(); +IMGUI_API bool ImGui_ImplSdlGL2_CreateDeviceObjects(); diff --git a/examples/sdl_opengl2_example/main.cpp b/examples/sdl_opengl2_example/main.cpp index 53e428ba..d6f31845 100644 --- a/examples/sdl_opengl2_example/main.cpp +++ b/examples/sdl_opengl2_example/main.cpp @@ -28,7 +28,7 @@ int main(int, char**) SDL_GLContext glcontext = SDL_GL_CreateContext(window); // Setup ImGui binding - ImGui_ImplSdl_Init(window); + ImGui_ImplSdlGL2_Init(window); // Load Fonts // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details) @@ -51,11 +51,11 @@ int main(int, char**) SDL_Event event; while (SDL_PollEvent(&event)) { - ImGui_ImplSdl_ProcessEvent(&event); + ImGui_ImplSdlGL2_ProcessEvent(&event); if (event.type == SDL_QUIT) done = true; } - ImGui_ImplSdl_NewFrame(window); + ImGui_ImplSdlGL2_NewFrame(window); // 1. Show a simple window // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" @@ -95,7 +95,7 @@ int main(int, char**) } // Cleanup - ImGui_ImplSdl_Shutdown(); + ImGui_ImplSdlGL2_Shutdown(); SDL_GL_DeleteContext(glcontext); SDL_DestroyWindow(window); SDL_Quit(); From d9016964ada251c72b0dc2186e485fdec8fb7d6b Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 1 Sep 2017 16:55:04 +0200 Subject: [PATCH 06/20] Examples: GL3: Comments, tweaks (#1145) --- examples/opengl3_example/imgui_impl_glfw_gl3.cpp | 6 +++--- examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp | 6 +++--- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp index 173b3835..1cf35c65 100644 --- a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp +++ b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp @@ -31,8 +31,8 @@ static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_Attr static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -// If text or lines are blurry when integrating ImGui in your engine: -// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) @@ -88,6 +88,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) glUniform1i(g_AttribLocationTex, 0); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); glBindVertexArray(g_VaoHandle); + glBindSampler(0, 0); // Rely on combined texture/sampler state. for (int n = 0; n < draw_data->CmdListsCount; n++) { @@ -110,7 +111,6 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) else { glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glBindSampler(0, 0); // rely on combined texture/sampler state. glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); } diff --git a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp index 1ad750fc..0301d31b 100644 --- a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp +++ b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp @@ -25,8 +25,8 @@ static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_Attr static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -// If text or lines are blurry when integrating ImGui in your engine: -// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) @@ -82,6 +82,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) glUniform1i(g_AttribLocationTex, 0); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); glBindVertexArray(g_VaoHandle); + glBindSampler(0, 0); // Rely on combined texture/sampler state. for (int n = 0; n < draw_data->CmdListsCount; n++) { @@ -104,7 +105,6 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) else { glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glBindSampler(0, 0); // rely on combined texture/sampler state. glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); } From 4abce8af58e5e45d2578ab6ec612bcc76fe168e4 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 1 Sep 2017 16:58:07 +0200 Subject: [PATCH 07/20] Examples: GL2: Renaming, comments. --- examples/opengl2_example/imgui_impl_glfw.cpp | 12 ++++++------ examples/sdl_opengl2_example/imgui_impl_sdl.cpp | 4 ++-- 2 files changed, 8 insertions(+), 8 deletions(-) diff --git a/examples/opengl2_example/imgui_impl_glfw.cpp b/examples/opengl2_example/imgui_impl_glfw.cpp index a1129d48..624085fd 100644 --- a/examples/opengl2_example/imgui_impl_glfw.cpp +++ b/examples/opengl2_example/imgui_impl_glfw.cpp @@ -31,9 +31,9 @@ static float g_MouseWheel = 0.0f; static GLuint g_FontTexture = 0; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -// If text or lines are blurry when integrating ImGui in your engine: -// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) ImGuiIO& io = ImGui::GetIO(); @@ -116,12 +116,12 @@ void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data) glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); } -static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) +static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data) { return glfwGetClipboardString((GLFWwindow*)user_data); } -static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) +static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text) { glfwSetClipboardString((GLFWwindow*)user_data, text); } @@ -221,8 +221,8 @@ bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; io.RenderDrawListsFn = ImGui_ImplGlfwGL2_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. - io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; + io.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText; io.ClipboardUserData = g_Window; #ifdef _WIN32 io.ImeWindowHandle = glfwGetWin32Window(g_Window); diff --git a/examples/sdl_opengl2_example/imgui_impl_sdl.cpp b/examples/sdl_opengl2_example/imgui_impl_sdl.cpp index 784d90ae..78ce4035 100644 --- a/examples/sdl_opengl2_example/imgui_impl_sdl.cpp +++ b/examples/sdl_opengl2_example/imgui_impl_sdl.cpp @@ -22,8 +22,8 @@ static float g_MouseWheel = 0.0f; static GLuint g_FontTexture = 0; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -// If text or lines are blurry when integrating ImGui in your engine: -// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) From b8ade0b94f7ea39f3b62a89e9473e18893e5644c Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 1 Sep 2017 17:06:26 +0200 Subject: [PATCH 08/20] Examples: Main: Removed call to SetNextWindowSize() --- examples/allegro5_example/main.cpp | 3 +-- examples/apple_example/imguiex-ios/debug_hud.cpp | 2 +- examples/directx10_example/main.cpp | 3 +-- examples/directx11_example/main.cpp | 3 +-- examples/directx9_example/main.cpp | 3 +-- examples/marmalade_example/main.cpp | 3 +-- examples/opengl2_example/main.cpp | 3 +-- examples/opengl3_example/main.cpp | 3 +-- examples/sdl_opengl2_example/main.cpp | 3 +-- examples/sdl_opengl3_example/main.cpp | 3 +-- examples/vulkan_example/main.cpp | 3 +-- 11 files changed, 11 insertions(+), 21 deletions(-) diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp index f99ff5e9..9f8a6c35 100644 --- a/examples/allegro5_example/main.cpp +++ b/examples/allegro5_example/main.cpp @@ -72,9 +72,8 @@ int main(int, char**) // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { - ImGui::SetNextWindowSize(ImVec2(200, 100), ImGuiCond_FirstUseEver); ImGui::Begin("Another Window", &show_another_window); - ImGui::Text("Hello"); + ImGui::Text("Hello from another window!"); ImGui::End(); } diff --git a/examples/apple_example/imguiex-ios/debug_hud.cpp b/examples/apple_example/imguiex-ios/debug_hud.cpp index 63bec89b..fff26eee 100644 --- a/examples/apple_example/imguiex-ios/debug_hud.cpp +++ b/examples/apple_example/imguiex-ios/debug_hud.cpp @@ -34,8 +34,8 @@ void DebugHUD_DoInterface(DebugHUD *hud) if (hud->show_example_window) { - ImGui::SetNextWindowSize(ImVec2(350, 200), ImGuiCond_FirstUseEver); ImGui::Begin("Another Window", &hud->show_example_window); + ImGui::Text("Hello from another window!"); ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1); ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2); ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f); diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp index 6b89ba9e..90add036 100644 --- a/examples/directx10_example/main.cpp +++ b/examples/directx10_example/main.cpp @@ -167,9 +167,8 @@ int main(int, char**) // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { - ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver); ImGui::Begin("Another Window", &show_another_window); - ImGui::Text("Hello"); + ImGui::Text("Hello from another window!"); ImGui::End(); } diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp index 63b22095..c8d566bf 100644 --- a/examples/directx11_example/main.cpp +++ b/examples/directx11_example/main.cpp @@ -170,9 +170,8 @@ int main(int, char**) // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { - ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver); ImGui::Begin("Another Window", &show_another_window); - ImGui::Text("Hello"); + ImGui::Text("Hello from another window!"); ImGui::End(); } diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp index 036712c4..f9791b73 100644 --- a/examples/directx9_example/main.cpp +++ b/examples/directx9_example/main.cpp @@ -121,9 +121,8 @@ int main(int, char**) // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { - ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver); ImGui::Begin("Another Window", &show_another_window); - ImGui::Text("Hello"); + ImGui::Text("Hello from another window!"); ImGui::End(); } diff --git a/examples/marmalade_example/main.cpp b/examples/marmalade_example/main.cpp index e08e306b..57b7f0b6 100644 --- a/examples/marmalade_example/main.cpp +++ b/examples/marmalade_example/main.cpp @@ -56,9 +56,8 @@ int main(int, char**) // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { - ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver); ImGui::Begin("Another Window", &show_another_window); - ImGui::Text("Hello"); + ImGui::Text("Hello from another window!"); ImGui::End(); } diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp index 2c5bd569..5674a4bc 100644 --- a/examples/opengl2_example/main.cpp +++ b/examples/opengl2_example/main.cpp @@ -59,9 +59,8 @@ int main(int, char**) // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { - ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver); ImGui::Begin("Another Window", &show_another_window); - ImGui::Text("Hello"); + ImGui::Text("Hello from another window!"); ImGui::End(); } diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp index a11bc59d..0de9b0a0 100644 --- a/examples/opengl3_example/main.cpp +++ b/examples/opengl3_example/main.cpp @@ -67,9 +67,8 @@ int main(int, char**) // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { - ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver); ImGui::Begin("Another Window", &show_another_window); - ImGui::Text("Hello"); + ImGui::Text("Hello from another window!"); ImGui::End(); } diff --git a/examples/sdl_opengl2_example/main.cpp b/examples/sdl_opengl2_example/main.cpp index d6f31845..4db6f0f9 100644 --- a/examples/sdl_opengl2_example/main.cpp +++ b/examples/sdl_opengl2_example/main.cpp @@ -72,9 +72,8 @@ int main(int, char**) // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { - ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver); ImGui::Begin("Another Window", &show_another_window); - ImGui::Text("Hello"); + ImGui::Text("Hello from another window!"); ImGui::End(); } diff --git a/examples/sdl_opengl3_example/main.cpp b/examples/sdl_opengl3_example/main.cpp index 56b79065..30b14e72 100644 --- a/examples/sdl_opengl3_example/main.cpp +++ b/examples/sdl_opengl3_example/main.cpp @@ -75,9 +75,8 @@ int main(int, char**) // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { - ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver); ImGui::Begin("Another Window", &show_another_window); - ImGui::Text("Hello"); + ImGui::Text("Hello from another window!"); ImGui::End(); } diff --git a/examples/vulkan_example/main.cpp b/examples/vulkan_example/main.cpp index a4922b09..7ed9ea12 100644 --- a/examples/vulkan_example/main.cpp +++ b/examples/vulkan_example/main.cpp @@ -698,9 +698,8 @@ int main(int, char**) // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { - ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver); ImGui::Begin("Another Window", &show_another_window); - ImGui::Text("Hello"); + ImGui::Text("Hello from another window!"); ImGui::End(); } From fd684ba974fbebf7c89fc9c21a6591feafd01f87 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 1 Sep 2017 17:43:56 +0200 Subject: [PATCH 09/20] Removed 2 obsolete redirection functions (obsoleted 26+ months ago). --- imgui.h | 2 -- 1 file changed, 2 deletions(-) diff --git a/imgui.h b/imgui.h index f40c7db9..27c11307 100644 --- a/imgui.h +++ b/imgui.h @@ -493,8 +493,6 @@ namespace ImGui static inline ImFont* GetWindowFont() { return GetFont(); } // OBSOLETE 1.48+ static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETE 1.48+ static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETE 1.42+ - static inline bool GetWindowCollapsed() { return ImGui::IsWindowCollapsed(); } // OBSOLETE 1.39+ - static inline bool IsRectClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.39+ #endif } // namespace ImGui From 804ee78731c092801612453688cefc54817eef6d Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 1 Sep 2017 21:55:59 +0200 Subject: [PATCH 10/20] Added IsWindowAppearing(). --- imgui.cpp | 22 +++++++++++++++++----- imgui.h | 1 + imgui_internal.h | 4 ++-- 3 files changed, 20 insertions(+), 7 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index ae178728..2a0df774 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1789,6 +1789,7 @@ ImGuiWindow::ImGuiWindow(const char* name) Accessed = false; Collapsed = false; SkipItems = false; + Appearing = false; BeginCount = 0; PopupId = 0; AutoFitFramesX = AutoFitFramesY = -1; @@ -3976,13 +3977,15 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us } const bool window_appearing_after_being_hidden = (window->HiddenFrames == 1); + window->Appearing = (!window_was_active || window_appearing_after_being_hidden); // Process SetNextWindow***() calls bool window_pos_set_by_api = false, window_size_set_by_api = false; if (g.SetNextWindowPosCond) { const ImVec2 backup_cursor_pos = window->DC.CursorPos; // FIXME: not sure of the exact reason of this saving/restore anymore :( need to look into that. - if (!window_was_active || window_appearing_after_being_hidden) window->SetWindowPosAllowFlags |= ImGuiCond_Appearing; + if (window->Appearing) + window->SetWindowPosAllowFlags |= ImGuiCond_Appearing; window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.SetNextWindowPosCond) != 0; if (window_pos_set_by_api && ImLengthSqr(g.SetNextWindowPosVal - ImVec2(-FLT_MAX,-FLT_MAX)) < 0.001f) { @@ -3998,7 +4001,8 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us } if (g.SetNextWindowSizeCond) { - if (!window_was_active || window_appearing_after_being_hidden) window->SetWindowSizeAllowFlags |= ImGuiCond_Appearing; + if (window->Appearing) + window->SetWindowSizeAllowFlags |= ImGuiCond_Appearing; window_size_set_by_api = (window->SetWindowSizeAllowFlags & g.SetNextWindowSizeCond) != 0; SetWindowSize(window, g.SetNextWindowSizeVal, g.SetNextWindowSizeCond); g.SetNextWindowSizeCond = 0; @@ -4014,13 +4018,14 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us } if (g.SetNextWindowCollapsedCond) { - if (!window_was_active || window_appearing_after_being_hidden) window->SetWindowCollapsedAllowFlags |= ImGuiCond_Appearing; + if (window->Appearing) + window->SetWindowCollapsedAllowFlags |= ImGuiCond_Appearing; SetWindowCollapsed(window, g.SetNextWindowCollapsedVal, g.SetNextWindowCollapsedCond); g.SetNextWindowCollapsedCond = 0; } if (g.SetNextWindowFocus) { - ImGui::SetWindowFocus(); + SetWindowFocus(); g.SetNextWindowFocus = false; } @@ -5073,7 +5078,14 @@ void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) bool ImGui::IsWindowCollapsed() { - return GImGui->CurrentWindow->Collapsed; + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Collapsed; +} + +bool ImGui::IsWindowAppearing() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Appearing; } void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) diff --git a/imgui.h b/imgui.h index 27c11307..be4b74a6 100644 --- a/imgui.h +++ b/imgui.h @@ -149,6 +149,7 @@ namespace ImGui IMGUI_API float GetWindowWidth(); IMGUI_API float GetWindowHeight(); IMGUI_API bool IsWindowCollapsed(); + IMGUI_API bool IsWindowAppearing(); IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // set next window position. call before Begin() diff --git a/imgui_internal.h b/imgui_internal.h index 1a02473a..f9d67d04 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -674,7 +674,8 @@ struct IMGUI_API ImGuiWindow bool WasActive; bool Accessed; // Set to true when any widget access the current window bool Collapsed; // Set when collapsing window to become only title-bar - bool SkipItems; // == Visible && !Collapsed + bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) + bool Appearing; // Set during the frame where the window is appearing (or re-appearing) int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) int AutoFitFramesX, AutoFitFramesY; @@ -701,7 +702,6 @@ struct IMGUI_API ImGuiWindow ImGuiWindow* RootWindow; // Generally point to ourself. If we are a child window, this is pointing to the first non-child parent window. ImGuiWindow* RootNonPopupWindow; // Generally point to ourself. Used to display TitleBgActive color and for selecting which window to use for NavWindowing - // Navigation / Focus int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister() int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through) From 5658675e9db5ddd065dee63dba9e785563edd026 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 1 Sep 2017 21:58:58 +0200 Subject: [PATCH 11/20] Combo: Removed unnecessary ClearActiveId() call (from era where active combo stored an id, now we just use popup functionality) --- imgui.cpp | 1 - 1 file changed, 1 deletion(-) diff --git a/imgui.cpp b/imgui.cpp index 2a0df774..6c400748 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8667,7 +8667,6 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi item_text = "*Unknown item*"; if (Selectable(item_text, item_selected)) { - ClearActiveID(); value_changed = true; *current_item = i; } From e8dbf1c7954060bd4e2700ab297fdd1a2ef0bf55 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 1 Sep 2017 22:10:13 +0200 Subject: [PATCH 12/20] Combo: Internally split into BeginCombo(), EndCombo(), toward a more flexible combo api. --- imgui.cpp | 138 ++++++++++++++++++++++++++--------------------- imgui_internal.h | 6 ++- 2 files changed, 81 insertions(+), 63 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 6c400748..962e07fb 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8569,8 +8569,7 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa return value_changed; } -// Combo box function. -bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items) +bool ImGui::BeginCombo(const char* label, const char* preview_value, float popup_opened_height) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -8597,87 +8596,102 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32(popup_open || hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button), true, style.FrameRounding); // FIXME-ROUNDING RenderCollapseTriangle(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y) + style.FramePadding, true); - if (*current_item >= 0 && *current_item < items_count) - { - const char* item_text; - if (items_getter(data, *current_item, &item_text)) - RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, item_text, NULL, NULL, ImVec2(0.0f,0.0f)); - } + if (preview_value != NULL) + RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, preview_value, NULL, NULL, ImVec2(0.0f,0.0f)); if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - bool popup_toggled = false; if (hovered) { SetHoveredID(id); if (g.IO.MouseClicked[0]) { ClearActiveID(); - popup_toggled = true; + if (IsPopupOpen(id)) + { + ClosePopup(id); + } + else + { + FocusWindow(window); + OpenPopup(label); + } } } - if (popup_toggled) + + if (!IsPopupOpen(id)) + return false; + + float popup_y1 = frame_bb.Max.y; + float popup_y2 = ImClamp(popup_y1 + popup_opened_height, popup_y1, g.IO.DisplaySize.y - style.DisplaySafeAreaPadding.y); + if ((popup_y2 - popup_y1) < ImMin(popup_opened_height, frame_bb.Min.y - style.DisplaySafeAreaPadding.y)) { - if (IsPopupOpen(id)) - { - ClosePopup(id); - } - else - { - FocusWindow(window); - OpenPopup(label); - popup_open = true; - } + // Position our combo ABOVE because there's more space to fit! (FIXME: Handle in Begin() or use a shared helper. We have similar code in Begin() for popup placement) + popup_y1 = ImClamp(frame_bb.Min.y - popup_opened_height, style.DisplaySafeAreaPadding.y, frame_bb.Min.y); + popup_y2 = frame_bb.Min.y; } + ImRect popup_rect(ImVec2(frame_bb.Min.x, popup_y1), ImVec2(frame_bb.Max.x, popup_y2)); + SetNextWindowPos(popup_rect.Min); + SetNextWindowSize(popup_rect.GetSize()); + PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); - bool value_changed = false; - if (IsPopupOpen(id)) + const ImGuiWindowFlags flags = ImGuiWindowFlags_ComboBox | ((window->Flags & ImGuiWindowFlags_ShowBorders) ? ImGuiWindowFlags_ShowBorders : 0); + if (!BeginPopupEx(id, flags)) { - // Size default to hold ~7 items - if (height_in_items < 0) - height_in_items = 7; + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + return false; + } + Spacing(); - float popup_height = (label_size.y + style.ItemSpacing.y) * ImMin(items_count, height_in_items) + (style.FramePadding.y * 3); - float popup_y1 = frame_bb.Max.y; - float popup_y2 = ImClamp(popup_y1 + popup_height, popup_y1, g.IO.DisplaySize.y - style.DisplaySafeAreaPadding.y); - if ((popup_y2 - popup_y1) < ImMin(popup_height, frame_bb.Min.y - style.DisplaySafeAreaPadding.y)) - { - // Position our combo ABOVE because there's more space to fit! (FIXME: Handle in Begin() or use a shared helper. We have similar code in Begin() for popup placement) - popup_y1 = ImClamp(frame_bb.Min.y - popup_height, style.DisplaySafeAreaPadding.y, frame_bb.Min.y); - popup_y2 = frame_bb.Min.y; - } - ImRect popup_rect(ImVec2(frame_bb.Min.x, popup_y1), ImVec2(frame_bb.Max.x, popup_y2)); - SetNextWindowPos(popup_rect.Min); - SetNextWindowSize(popup_rect.GetSize()); - PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); + return true; +} + +void ImGui::EndCombo() +{ + EndPopup(); + PopStyleVar(); +} + +// Combo box function. +bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const char* preview_text = NULL; + if (*current_item >= 0 && *current_item < items_count) + items_getter(data, *current_item, &preview_text); + + // Size default to hold ~7 items + if (height_in_items < 0) + height_in_items = 7; + float popup_opened_height = (g.FontSize + style.ItemSpacing.y) * ImMin(items_count, height_in_items) + (style.FramePadding.y * 3); - const ImGuiWindowFlags flags = ImGuiWindowFlags_ComboBox | ((window->Flags & ImGuiWindowFlags_ShowBorders) ? ImGuiWindowFlags_ShowBorders : 0); - if (BeginPopupEx(id, flags)) + if (!BeginCombo(label, preview_text, popup_opened_height)) + return false; + + // Display items + // FIXME-OPT: Use clipper + bool value_changed = false; + for (int i = 0; i < items_count; i++) + { + PushID((void*)(intptr_t)i); + const bool item_selected = (i == *current_item); + const char* item_text; + if (!items_getter(data, i, &item_text)) + item_text = "*Unknown item*"; + if (Selectable(item_text, item_selected)) { - // Display items - // FIXME-OPT: Use clipper - Spacing(); - for (int i = 0; i < items_count; i++) - { - PushID((void*)(intptr_t)i); - const bool item_selected = (i == *current_item); - const char* item_text; - if (!items_getter(data, i, &item_text)) - item_text = "*Unknown item*"; - if (Selectable(item_text, item_selected)) - { - value_changed = true; - *current_item = i; - } - if (item_selected && popup_toggled) - SetScrollHere(); - PopID(); - } - EndPopup(); + value_changed = true; + *current_item = i; } - PopStyleVar(); + if (item_selected && IsWindowAppearing()) + SetScrollHere(); + PopID(); } + + EndCombo(); return value_changed; } diff --git a/imgui_internal.h b/imgui_internal.h index f9d67d04..209c3a26 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -766,11 +766,15 @@ namespace ImGui IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate); - // New Columns API + // FIXME-WIP: New Columns API IMGUI_API void BeginColumns(const char* id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). IMGUI_API void EndColumns(); // close columns IMGUI_API void PushColumnClipRect(int column_index = -1); + // FIXME-WIP: New Combo API + IMGUI_API bool BeginCombo(const char* label, const char* preview_value, float popup_opened_height); + IMGUI_API void EndCombo(); + // NB: All position are in absolute pixels coordinates (never using window coordinates internally) // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); From 8fbe8709f9a3a6ec7b99c02f01b91e49bb2a0f63 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 4 Sep 2017 13:03:04 +0200 Subject: [PATCH 13/20] TODO, minor tweak --- TODO.txt | 3 +++ imgui.cpp | 2 +- 2 files changed, 4 insertions(+), 1 deletion(-) diff --git a/TODO.txt b/TODO.txt index 944df651..9c7b3a2a 100644 --- a/TODO.txt +++ b/TODO.txt @@ -99,6 +99,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID) - clipper: ability to force display 1 item in the list would be convenient. + - clipper: ability to run without knowing full count in advance. - splitter/separator: formalize the splitter idiom into an official api (we want to handle n-way split) (#319) @@ -156,6 +157,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - text: proper alignment options in imgui_internal.h - text wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249) + - text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #? - tree node / optimization: avoid formatting when clipped. - tree node: tree-node/header right-most side doesn't take account of horizontal scrolling. @@ -215,6 +217,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - keyboard: full keyboard navigation and focus. (#323) - focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622) - focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame) + - focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#343) - inputs: rework IO system to be able to pass actual ordered/timestamped events. use an event queue? (~#335, #71) - inputs: allow to decide and pass explicit double-clicks (e.g. for windows by the CS_DBLCLKS style). - inputs: support track pad style scrolling & slider edit. diff --git a/imgui.cpp b/imgui.cpp index 962e07fb..40c15f64 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1956,7 +1956,7 @@ bool ImGui::IsClippedEx(const ImRect& bb, const ImGuiID* id, bool clip_even_when ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindowRead(); if (!bb.Overlaps(window->ClipRect)) - if (!id || *id != GImGui->ActiveId) + if (!id || *id != g.ActiveId) if (clip_even_when_logged || !g.LogEnabled) return true; return false; From 89cae37b496ce14dbf3c4bcc59493dd9ff159e97 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 4 Sep 2017 13:05:20 +0200 Subject: [PATCH 14/20] Begin(): Tidying up some code, should be a no-op. --- imgui.cpp | 17 +++++++++-------- 1 file changed, 9 insertions(+), 8 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 40c15f64..5e61cee0 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3965,19 +3965,20 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us CheckStacksSize(window, true); IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); - bool window_was_active = (window->LastFrameActive == current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on + // FIXME: This is currently true if we call Begin() multiple times in a row on a same window. + bool window_activated = (window->LastFrameActive != current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size]; - window_was_active &= (window->PopupId == popup_ref.PopupId); - window_was_active &= (window == popup_ref.Window); + window_activated |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed + window_activated |= (window != popup_ref.Window); popup_ref.Window = window; g.CurrentPopupStack.push_back(popup_ref); window->PopupId = popup_ref.PopupId; } const bool window_appearing_after_being_hidden = (window->HiddenFrames == 1); - window->Appearing = (!window_was_active || window_appearing_after_being_hidden); + window->Appearing = (window_activated || window_appearing_after_being_hidden); // Process SetNextWindow***() calls bool window_pos_set_by_api = false, window_size_set_by_api = false; @@ -4061,7 +4062,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us else PushClipRect(fullscreen_rect.Min, fullscreen_rect.Max, true); - if (!window_was_active) + if (window_activated) { // Popup first latch mouse position, will position itself when it appears next frame window->AutoPosLastDirection = -1; @@ -4095,7 +4096,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us // Hide popup/tooltip window when first appearing while we measure size (because we recycle them) if (window->HiddenFrames > 0) window->HiddenFrames--; - if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0 && !window_was_active) + if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0 && window_activated) { window->HiddenFrames = 1; if (flags & ImGuiWindowFlags_AlwaysAutoResize) @@ -4389,7 +4390,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us window->DC.TreeDepth = 0; window->DC.StateStorage = &window->StateStorage; window->DC.GroupStack.resize(0); - window->MenuColumns.Update(3, style.ItemSpacing.x, !window_was_active); + window->MenuColumns.Update(3, style.ItemSpacing.x, window_activated); if (window->AutoFitFramesX > 0) window->AutoFitFramesX--; @@ -4397,7 +4398,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us window->AutoFitFramesY--; // New windows appears in front (we need to do that AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) - if (!window_was_active && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) + if (window_activated && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) if (!(flags & (ImGuiWindowFlags_ChildWindow|ImGuiWindowFlags_Tooltip)) || (flags & ImGuiWindowFlags_Popup)) FocusWindow(window); From a9c6a0f6ecb1395c78369bc7cf2d9754750a36be Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 4 Sep 2017 13:24:45 +0200 Subject: [PATCH 15/20] Begin(): Removed unnecessary code (at the time of 1.18 commit e9e0e36f988a12e0719b1e3b109dafac9fb4471f, CursorPos was used to compute SizeContentsFit and this was necessary) --- imgui.cpp | 3 --- 1 file changed, 3 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 5e61cee0..7d2f773f 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3984,7 +3984,6 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us bool window_pos_set_by_api = false, window_size_set_by_api = false; if (g.SetNextWindowPosCond) { - const ImVec2 backup_cursor_pos = window->DC.CursorPos; // FIXME: not sure of the exact reason of this saving/restore anymore :( need to look into that. if (window->Appearing) window->SetWindowPosAllowFlags |= ImGuiCond_Appearing; window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.SetNextWindowPosCond) != 0; @@ -3997,7 +3996,6 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us { SetWindowPos(window, g.SetNextWindowPosVal, g.SetNextWindowPosCond); } - window->DC.CursorPos = backup_cursor_pos; g.SetNextWindowPosCond = 0; } if (g.SetNextWindowSizeCond) @@ -4042,7 +4040,6 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us window->RootWindow = g.CurrentWindowStack[root_idx]; window->RootNonPopupWindow = g.CurrentWindowStack[root_non_popup_idx]; // Used to display TitleBgActive color and for selecting which window to use for NavWindowing - // When reusing window again multiple times a frame, just append content (don't need to setup again) if (first_begin_of_the_frame) { From 6400f2900a32c6f28f849ac1a2711fb9aaa2f88e Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 4 Sep 2017 13:26:46 +0200 Subject: [PATCH 16/20] Begin(): renamed locals. --- imgui.cpp | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 7d2f773f..7413dc46 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3966,19 +3966,19 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); // FIXME: This is currently true if we call Begin() multiple times in a row on a same window. - bool window_activated = (window->LastFrameActive != current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on + bool window_just_activated_by_user = (window->LastFrameActive != current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size]; - window_activated |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed - window_activated |= (window != popup_ref.Window); + window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed + window_just_activated_by_user |= (window != popup_ref.Window); popup_ref.Window = window; g.CurrentPopupStack.push_back(popup_ref); window->PopupId = popup_ref.PopupId; } - const bool window_appearing_after_being_hidden = (window->HiddenFrames == 1); - window->Appearing = (window_activated || window_appearing_after_being_hidden); + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFrames == 1); + window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize); // Process SetNextWindow***() calls bool window_pos_set_by_api = false, window_size_set_by_api = false; @@ -4059,7 +4059,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us else PushClipRect(fullscreen_rect.Min, fullscreen_rect.Max, true); - if (window_activated) + if (window_just_activated_by_user) { // Popup first latch mouse position, will position itself when it appears next frame window->AutoPosLastDirection = -1; @@ -4093,7 +4093,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us // Hide popup/tooltip window when first appearing while we measure size (because we recycle them) if (window->HiddenFrames > 0) window->HiddenFrames--; - if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0 && window_activated) + if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0 && window_just_activated_by_user) { window->HiddenFrames = 1; if (flags & ImGuiWindowFlags_AlwaysAutoResize) @@ -4173,7 +4173,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us bool window_pos_center = false; window_pos_center |= (window->SetWindowPosCenterWanted && window->HiddenFrames == 0); - window_pos_center |= ((flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api && window_appearing_after_being_hidden); + window_pos_center |= ((flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize); if (window_pos_center) { // Center (any sort of window) @@ -4192,7 +4192,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us rect_to_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, &window->AutoPosLastDirection, rect_to_avoid); } - else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_appearing_after_being_hidden) + else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) { ImRect rect_to_avoid(window->PosFloat.x - 1, window->PosFloat.y - 1, window->PosFloat.x + 1, window->PosFloat.y + 1); window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, &window->AutoPosLastDirection, rect_to_avoid); @@ -4387,7 +4387,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us window->DC.TreeDepth = 0; window->DC.StateStorage = &window->StateStorage; window->DC.GroupStack.resize(0); - window->MenuColumns.Update(3, style.ItemSpacing.x, window_activated); + window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); if (window->AutoFitFramesX > 0) window->AutoFitFramesX--; @@ -4395,7 +4395,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us window->AutoFitFramesY--; // New windows appears in front (we need to do that AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) - if (window_activated && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) + if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) if (!(flags & (ImGuiWindowFlags_ChildWindow|ImGuiWindowFlags_Tooltip)) || (flags & ImGuiWindowFlags_Popup)) FocusWindow(window); From 2600b28f5d6321683078ace5ab2102d2dde8c7d4 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 4 Sep 2017 13:29:57 +0200 Subject: [PATCH 17/20] Begin(): fixed calling Begin() more than once per frame setting `window_just_activated_by_user` which in turn would set Appearing to true for that frame. --- imgui.cpp | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 7413dc46..2b9f50db 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3951,7 +3951,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us window_is_new = true; } - const int current_frame = ImGui::GetFrameCount(); + const int current_frame = g.FrameCount; const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); if (first_begin_of_the_frame) window->Flags = (ImGuiWindowFlags)flags; @@ -3965,8 +3965,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us CheckStacksSize(window, true); IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); - // FIXME: This is currently true if we call Begin() multiple times in a row on a same window. - bool window_just_activated_by_user = (window->LastFrameActive != current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on + bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size]; From e1a7aa41cb827f55e621cf1974beddd51e92e25f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?V=C3=A1clav=20Patejdl?= Date: Tue, 5 Sep 2017 16:31:54 +0200 Subject: [PATCH 18/20] Improved ColorPicker hue wheel color interpolation --- imgui.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 2b9f50db..b33cb5c4 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -9510,11 +9510,11 @@ static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 static void PaintVertsLinearGradientKeepAlpha(ImDrawVert* vert_start, ImDrawVert* vert_end, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1) { ImVec2 gradient_extent = gradient_p1 - gradient_p0; - float gradient_inv_length = ImInvLength(gradient_extent, 0.0f); + float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) { float d = ImDot(vert->pos - gradient_p0, gradient_extent); - float t = ImMin(sqrtf(ImMax(d, 0.0f)) * gradient_inv_length, 1.0f); + float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f); int r = ImLerp((int)(col0 >> IM_COL32_R_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_R_SHIFT) & 0xFF, t); int g = ImLerp((int)(col0 >> IM_COL32_G_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_G_SHIFT) & 0xFF, t); int b = ImLerp((int)(col0 >> IM_COL32_B_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_B_SHIFT) & 0xFF, t); From 790605e359843acb5eb3d2940385516536f37898 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 6 Sep 2017 17:20:54 +0200 Subject: [PATCH 19/20] Minor comments + renaming internal fields --- imgui.cpp | 15 +++++++-------- imgui_internal.h | 6 +++--- 2 files changed, 10 insertions(+), 11 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index b33cb5c4..51d03154 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2286,14 +2286,14 @@ void ImGui::NewFrame() mouse_earliest_button_down = i; } bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down]; - if (g.CaptureMouseNextFrame != -1) - g.IO.WantCaptureMouse = (g.CaptureMouseNextFrame != 0); + if (g.WantCaptureMouseNextFrame != -1) + g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0); else g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (g.ActiveId != 0) || (!g.OpenPopupStack.empty()); - g.IO.WantCaptureKeyboard = (g.CaptureKeyboardNextFrame != -1) ? (g.CaptureKeyboardNextFrame != 0) : (g.ActiveId != 0); + g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != -1) ? (g.WantCaptureKeyboardNextFrame != 0) : (g.ActiveId != 0); g.IO.WantTextInput = (g.ActiveId != 0 && g.InputTextState.Id == g.ActiveId); g.MouseCursor = ImGuiMouseCursor_Arrow; - g.CaptureMouseNextFrame = g.CaptureKeyboardNextFrame = -1; + g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = -1; g.OsImePosRequest = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. @@ -3306,12 +3306,12 @@ void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) void ImGui::CaptureKeyboardFromApp(bool capture) { - GImGui->CaptureKeyboardNextFrame = capture ? 1 : 0; + GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0; } void ImGui::CaptureMouseFromApp(bool capture) { - GImGui->CaptureMouseNextFrame = capture ? 1 : 0; + GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0; } bool ImGui::IsItemHovered() @@ -6478,6 +6478,7 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label ImGuiWindow* window = GetCurrentWindow(); // Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen) + // On the first frame, g.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id SetActiveID(g.ScalarAsInputTextId, window); SetHoveredID(0); FocusableItemUnregister(window); @@ -6723,7 +6724,6 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c { SetActiveID(id, window); FocusWindow(window); - if (tab_focus_requested || g.IO.KeyCtrl) { start_text_input = true; @@ -7024,7 +7024,6 @@ bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, f { SetActiveID(id, window); FocusWindow(window); - if (tab_focus_requested || g.IO.KeyCtrl || g.IO.MouseDoubleClicked[0]) { start_text_input = true; diff --git a/imgui_internal.h b/imgui_internal.h index 209c3a26..bebdcb2a 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -486,8 +486,8 @@ struct ImGuiContext float FramerateSecPerFrame[120]; // calculate estimate of framerate for user int FramerateSecPerFrameIdx; float FramerateSecPerFrameAccum; - int CaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags - int CaptureKeyboardNextFrame; + int WantCaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags + int WantCaptureKeyboardNextFrame; char TempBuffer[1024*3+1]; // temporary text buffer ImGuiContext() @@ -558,7 +558,7 @@ struct ImGuiContext memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); FramerateSecPerFrameIdx = 0; FramerateSecPerFrameAccum = 0.0f; - CaptureMouseNextFrame = CaptureKeyboardNextFrame = -1; + WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = -1; memset(TempBuffer, 0, sizeof(TempBuffer)); } }; From 2169bf6895fd9175ef74545c2c7bebf6441f04db Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 6 Sep 2017 17:25:36 +0200 Subject: [PATCH 20/20] Fixed WantTextInput from being true when an activated Drag or Slider was previously turned into an InputText(). (#1317) --- imgui.cpp | 5 +++-- imgui_internal.h | 3 ++- 2 files changed, 5 insertions(+), 3 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 51d03154..bb313abb 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2291,9 +2291,9 @@ void ImGui::NewFrame() else g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (g.ActiveId != 0) || (!g.OpenPopupStack.empty()); g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != -1) ? (g.WantCaptureKeyboardNextFrame != 0) : (g.ActiveId != 0); - g.IO.WantTextInput = (g.ActiveId != 0 && g.InputTextState.Id == g.ActiveId); + g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : 0; g.MouseCursor = ImGuiMouseCursor_Arrow; - g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = -1; + g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; g.OsImePosRequest = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. @@ -7906,6 +7906,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. // Down the line we should have a cleaner library-wide concept of Selected vs Active. g.ActiveIdAllowOverlap = !io.MouseDown[0]; + g.WantTextInputNextFrame = 1; // Edit in progress const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_state.ScrollX; diff --git a/imgui_internal.h b/imgui_internal.h index bebdcb2a..7716357b 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -488,6 +488,7 @@ struct ImGuiContext float FramerateSecPerFrameAccum; int WantCaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags int WantCaptureKeyboardNextFrame; + int WantTextInputNextFrame; char TempBuffer[1024*3+1]; // temporary text buffer ImGuiContext() @@ -558,7 +559,7 @@ struct ImGuiContext memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); FramerateSecPerFrameIdx = 0; FramerateSecPerFrameAccum = 0.0f; - WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = -1; + WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; memset(TempBuffer, 0, sizeof(TempBuffer)); } };