diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 06ee3c3b..6ce0cd55 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -55,6 +55,7 @@ Breaking Changes: - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. - Moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. + - Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. - Obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). - Obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). - Renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. @@ -92,6 +93,7 @@ Other Changes: - Window: Added SetNextWindowBgAlpha() helper. Particularly helpul since the legacy 5-parameters version of Begin() has been marked as obsolete in 1.53. (#1567) - Window: Fixed SetNextWindowContentSize() with 0.0f on Y axis (or SetNextWindowContentWidth()) overwriting the contents size. Got broken on Dec 10 (1.53). (#1363) - Window: CloseButton: Fixed cross positioning being a little off. +- ArrowButton: Added ArrowButton() given a cardinal direction (e.g. ImGuiDir_Left). - InputText: Added alternative clipboard shortcuts: Shift+Delete (cut), Ctrl+Insert (copy), Shift+Insert (paste). (#1541) - InputText: Fixed losing Cursor X position when clicking outside on an item that's submitted after the InputText(). It was only noticeable when restoring focus programmatically. (#1418, #1554) - Style: Enable window border by default. (#707) @@ -112,6 +114,10 @@ Other Changes: - Drag and Drop: Increased payload type string to 12 characters instead of 8. (#143) - Drag and Drop: TreeNode as drop target displays rectangle over full frame. (#1597, #143) - DragFloat: Fix/workaround for backends which do not preserve a valid mouse position when dragged out of bounds. (#1559) +- Slider, Combo: Use ImGuiCol_FrameBgHovered color when hovered. (#1456) [@stfx] +- Combo: BeginCombo(): Added ImGuiComboFlags_NoArrowButton to disable the arrow button and only display the wide value preview box. +- Combo: BeginCombo(): Added ImGuiComboFlags_NoPreview to disable the preview and only display a square arrow button. +- Combo: Arrow button isn't displayed over frame background so its blended color matches other buttons. Left side of the button isn't rounded. - PlotLines: plot a flat line if scale_min==scale_max. (#1621) - ImFontAtlas: Handle stb_truetype stbtt_InitFont() and stbtt_PackBegin() possible failures more gracefully, GetTexDataAsRGBA32() won't crash during conversion. (#1527) - ImFontAtlas: Moved mouse cursor data out of ImGuiContext, fix drawing them with multiple contexts. Also remove the last remaining undesirable dependency on ImGui in imgui_draw.cpp. (#939) @@ -126,6 +132,8 @@ Other Changes: - Misc: Added misc/natvis/imgui.natvis for visual studio debugger users to easily visualizer imgui internal types. Added to examples projects. - Misc: Added IMGUI_USER_CONFIG to define a custom configuration filename. (#255, #1573, #1144, #41) - Misc: Updated stb_rect_pack from 0.10 to 0.11 (minor changes). +- Misc: Added ImGuiConfigFlags_IsSRGB and ImGuiConfigFlags_IsTouchScreen user flags (for io.ConfigFlags). + (Those flags are not used by ImGui itself, they only exists to make it easy for the engine/back-end to pass information to the application in a standard manner.) - Fonts: Updated stb_truetype from 1.14 to stb_truetype 1.19. (w/ include fix from some platforms #1622) - Fonts: Added optional FreeType rasterizer in misc/freetype. Moved from imgui_club repo. (#618) [@Vuhdo, @mikesart, @ocornut] - Fonts: Moved extra_fonts/ to misc/fonts/. diff --git a/examples/opengl2_example/Makefile b/examples/opengl2_example/Makefile index b0ee3152..aa7dbf47 100644 --- a/examples/opengl2_example/Makefile +++ b/examples/opengl2_example/Makefile @@ -15,8 +15,9 @@ #CXX = clang++ EXE = opengl2_example -OBJS = main.o imgui_impl_glfw_gl2.o -OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o +SOURCES = main.cpp imgui_impl_glfw_gl2.cpp +SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) @@ -51,15 +52,18 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW) endif -.cpp.o: +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:../../%.cpp $(CXX) $(CXXFLAGS) -c -o $@ $< all: $(EXE) @echo Build complete for $(ECHO_MESSAGE) $(EXE): $(OBJS) - $(CXX) -o $(EXE) $(OBJS) $(CXXFLAGS) $(LIBS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) clean: - rm $(EXE) $(OBJS) + rm -f $(EXE) $(OBJS) diff --git a/examples/opengl3_example/Makefile b/examples/opengl3_example/Makefile index 133c0a64..008f2ca7 100644 --- a/examples/opengl3_example/Makefile +++ b/examples/opengl3_example/Makefile @@ -15,9 +15,10 @@ #CXX = clang++ EXE = opengl3_example -OBJS = main.o imgui_impl_glfw_gl3.o -OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o -OBJS += ../libs/gl3w/GL/gl3w.o +SOURCES = main.cpp imgui_impl_glfw_gl3.cpp +SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp +SOURCES += ../libs/gl3w/GL/gl3w.c +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) @@ -52,14 +53,20 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW) endif -.cpp.o: +%.o:%.cpp $(CXX) $(CXXFLAGS) -c -o $@ $< +%.o:../../%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:../libs/gl3w/GL/%.c + $(CC) $(CFLAGS) -c -o $@ $< + all: $(EXE) @echo Build complete for $(ECHO_MESSAGE) $(EXE): $(OBJS) - $(CXX) -o $(EXE) $(OBJS) $(CXXFLAGS) $(LIBS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) clean: - rm $(EXE) $(OBJS) + rm -f $(EXE) $(OBJS) diff --git a/examples/sdl_opengl3_example/Makefile b/examples/sdl_opengl3_example/Makefile index 45f6a663..67f0f03b 100644 --- a/examples/sdl_opengl3_example/Makefile +++ b/examples/sdl_opengl3_example/Makefile @@ -15,9 +15,10 @@ #CXX = clang++ EXE = sdl_opengl3_example -OBJS = main.o imgui_impl_sdl_gl3.o -OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o -OBJS += ../libs/gl3w/GL/gl3w.o +SOURCES = main.cpp imgui_impl_sdl_gl3.cpp +SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp +SOURCES += ../libs/gl3w/GL/gl3w.c +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) @@ -50,14 +51,20 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW) endif -.cpp.o: +%.o:%.cpp $(CXX) $(CXXFLAGS) -c -o $@ $< +%.o:../../%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:../libs/gl3w/GL/%.c + $(CC) $(CFLAGS) -c -o $@ $< + all: $(EXE) @echo Build complete for $(ECHO_MESSAGE) $(EXE): $(OBJS) - $(CXX) -o $(EXE) $(OBJS) $(CXXFLAGS) $(LIBS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) clean: - rm $(EXE) $(OBJS) + rm -f $(EXE) $(OBJS) diff --git a/imgui.cpp b/imgui.cpp index f6e099c9..f2a28de3 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -77,7 +77,7 @@ - ESCAPE to revert text to its original value. - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!) - Controls are automatically adjusted for OSX to match standard OSX text editing operations. - - Gamepad navigation: see suggested mappings in imgui.h ImGuiNavInput_ + - Gamepad navigation: see suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at goo.gl/9LgVZW. PROGRAMMER GUIDE @@ -229,6 +229,7 @@ 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks. - We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone. Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, maybe a power curve, etc.). + - You can download PNG/PSD files depicting the gamepad controls for common controllers at: goo.gl/9LgVZW. - If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. - Mouse: @@ -250,8 +251,9 @@ Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code. Also read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2018/03/03 (1.60) - Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. - 2018/02/27 (1.XX) - removed io.DisplayVisibleMin, io.DisplayVisibleMax settings (it was used to clip within the DisplayPos..DisplayPos+Size range, I don't know of anyone using it) - - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. + - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. - 2018/02/07 (1.60) - reorganized context handling to be more explicit, - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. @@ -934,13 +936,6 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 -// Play it nice with Windows users. Notepad in 2015 still doesn't display text data with Unix-style \n. -#ifdef _WIN32 -#define IM_NEWLINE "\r\n" -#else -#define IM_NEWLINE "\n" -#endif - ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) { ImVec2 ap = p - a; @@ -4729,7 +4724,7 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) } // Render a triangle to denote expanded/collapsed state -void ImGui::RenderTriangle(ImVec2 p_min, ImGuiDir dir, float scale) +void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -4758,7 +4753,7 @@ void ImGui::RenderTriangle(ImVec2 p_min, ImGuiDir dir, float scale) c = ImVec2(-0.500f,-0.866f) * r; break; case ImGuiDir_None: - case ImGuiDir_Count_: + case ImGuiDir_COUNT: IM_ASSERT(0); break; } @@ -5657,8 +5652,8 @@ static ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window, const ImVec2& ref_p // Combo Box policy (we want a connecting edge) if (policy == ImGuiPopupPositionPolicy_ComboBox) { - const ImGuiDir dir_prefered_order[ImGuiDir_Count_] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; - for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_Count_; n++) + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) { const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; if (n != -1 && dir == *last_dir) // Already tried this direction? @@ -5676,8 +5671,8 @@ static ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window, const ImVec2& ref_p } // Default popup policy - const ImGuiDir dir_prefered_order[ImGuiDir_Count_] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; - for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_Count_; n++) + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) { const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; if (n != -1 && dir == *last_dir) // Already tried this direction? @@ -6692,7 +6687,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (ButtonBehavior(bb, id, NULL, NULL)) window->CollapseToggleWanted = true; // Defer collapsing to next frame as we are too far in the Begin() function RenderNavHighlight(bb, id); - RenderTriangle(window->Pos + style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + RenderArrow(window->Pos + style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); } // Close button @@ -7210,8 +7205,8 @@ static const ImGuiStyleVarInfo GStyleVarInfo[] = static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx) { - IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_Count_); - IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_Count_); + IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); + IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); return &GStyleVarInfo[idx]; } @@ -8283,6 +8278,32 @@ bool ImGui::SmallButton(const char* label) return pressed; } +bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(str_id); + float sz = ImGui::GetFrameHeight(); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(sz, sz)); + ItemSize(bb); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + // Render + const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding); + RenderArrow(bb.Min + g.Style.FramePadding, dir); + + return pressed; +} + // Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. // Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg) @@ -8356,7 +8377,7 @@ bool ImGui::ArrowButton(ImGuiID id, ImGuiDir dir, ImVec2 padding, ImGuiButtonFla const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); RenderNavHighlight(bb, id); RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); - RenderTriangle(bb.Min + padding, dir, 1.0f); + RenderArrow(bb.Min + padding, dir, 1.0f); return pressed; } @@ -8686,7 +8707,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // Framed type RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding); RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin); - RenderTriangle(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + RenderArrow(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); if (g.LogEnabled) { // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here. @@ -8713,7 +8734,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (flags & ImGuiTreeNodeFlags_Bullet) RenderBullet(frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y)); else if (!(flags & ImGuiTreeNodeFlags_Leaf)) - RenderTriangle(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); + RenderArrow(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); if (g.LogEnabled) LogRenderedText(&text_pos, ">"); RenderText(text_pos, label, label_end, false); @@ -9182,7 +9203,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v const ImGuiStyle& style = g.Style; // Draw frame - const ImU32 frame_col = GetColorU32((g.ActiveId == id && g.ActiveIdSource == ImGuiInputSource_Nav) ? ImGuiCol_FrameBgActive : ImGuiCol_FrameBg); + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavHighlight(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); @@ -11193,16 +11214,19 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF ImGuiContext& g = *GImGui; ImGuiCond backup_next_window_size_constraint = g.NextWindowData.SizeConstraintCond; g.NextWindowData.SizeConstraintCond = 0; - + ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); - const float w = CalcItemWidth(); + const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); const ImVec2 label_size = CalcTextSize(label, NULL, true); + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth(); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); ItemSize(total_bb, style.FramePadding.y); @@ -11213,13 +11237,18 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held); bool popup_open = IsPopupOpen(id); - const float arrow_size = GetFrameHeight(); const ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f)); + const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavHighlight(frame_bb, id); - RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); - 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 - RenderTriangle(ImVec2(frame_bb.Max.x - arrow_size + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down); - if (preview_value != NULL) + if (!(flags & ImGuiComboFlags_NoPreview)) + window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left); + if (!(flags & ImGuiComboFlags_NoArrowButton)) + { + window->DrawList->AddRectFilled(ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button), style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); + RenderArrow(ImVec2(frame_bb.Max.x - arrow_size + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down); + } + RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); + if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) 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); @@ -11770,7 +11799,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); - RenderTriangle(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right); + RenderArrow(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right); if (!enabled) PopStyleColor(); } @@ -12346,7 +12375,7 @@ static void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGui case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; - case ImGuiDir_None: case ImGuiDir_Count_: break; // Fix warnings + case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings } } @@ -13918,7 +13947,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) } if (ImGui::TreeNode("Internal state")) { - const char* input_source_names[] = { "None", "Mouse", "Nav", "NavGamepad", "NavKeyboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_Count_); + const char* input_source_names[] = { "None", "Mouse", "Nav", "NavGamepad", "NavKeyboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL"); ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec)", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not diff --git a/imgui.h b/imgui.h index f039c160..abe75598 100644 --- a/imgui.h +++ b/imgui.h @@ -76,12 +76,16 @@ struct ImGuiPayload; // User data payload for drag and drop opera struct ImGuiViewport; // Viewport (generally ~1 per window to output to at the OS level. Need per-platform support to use multiple viewports) struct ImGuiContext; // ImGui context (opaque) -// Typedefs and Enumerations (declared as int for compatibility and to not pollute the top of this file) +#ifndef ImTextureID +typedef void* ImTextureID; // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp) +#endif + +// Typedefs and Enumerations (declared as int for compatibility with old C++ and to not pollute the top of this file) typedef unsigned int ImU32; // 32-bit unsigned integer (typically used to store packed colors) typedef unsigned int ImGuiID; // unique ID used by widgets (typically hashed from a stack of string) typedef unsigned short ImWchar; // character for keyboard input/display -typedef void* ImTextureID; // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp) typedef int ImGuiCol; // enum: a color identifier for styling // enum ImGuiCol_ +typedef int ImGuiDir; // enum: a cardinal direction // enum ImGuiDir_ typedef int ImGuiCond; // enum: a condition for Set*() // enum ImGuiCond_ typedef int ImGuiKey; // enum: a key identifier (ImGui-side enum) // enum ImGuiKey_ typedef int ImGuiNavInput; // enum: an input identifier for navigation // enum ImGuiNavInput_ @@ -313,6 +317,7 @@ namespace ImGui // Widgets: Main IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text + IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0)); IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding @@ -641,6 +646,8 @@ enum ImGuiComboFlags_ ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible + ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button + ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest }; @@ -687,6 +694,17 @@ enum ImGuiDragDropFlags_ #define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3] // Standard type for colors, without alpha. User code may use this type. #define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4] // Standard type for colors. User code may use this type. +// A direction +enum ImGuiDir_ +{ + ImGuiDir_None = -1, + ImGuiDir_Left = 0, + ImGuiDir_Right = 1, + ImGuiDir_Up = 2, + ImGuiDir_Down = 3, + ImGuiDir_COUNT +}; + // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array enum ImGuiKey_ { @@ -715,14 +733,14 @@ enum ImGuiKey_ }; // [BETA] Gamepad/Keyboard directional navigation -// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_EnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays. -// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_EnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). -// Read instructions in imgui.cpp for more details. +// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays. +// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). +// Read instructions in imgui.cpp for more details. Download PNG/PSD at goo.gl/9LgVZW. enum ImGuiNavInput_ { // Gamepad Mapping - ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Circle (PS4), A (Xbox), B (Switch), Space (Keyboard) - ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Cross (PS4), B (Xbox), A (Switch), Escape (Keyboard) + ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Circle (PS4), A (Xbox), A (Switch), Space (Keyboard) + ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Cross (PS4), B (Xbox), B (Switch), Escape (Keyboard) ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard) ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard) ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard) @@ -854,11 +872,11 @@ enum ImGuiStyleVar_ ImGuiStyleVar_GrabMinSize, // float GrabMinSize ImGuiStyleVar_GrabRounding, // float GrabRounding ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign - ImGuiStyleVar_Count_ + ImGuiStyleVar_COUNT // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding + , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding #endif }; @@ -903,7 +921,12 @@ enum ImGuiMouseCursor_ ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window - ImGuiMouseCursor_Count_ + ImGuiMouseCursor_COUNT + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT +#endif }; // Condition for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 416170ef..654d7c86 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -300,6 +300,12 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::PopID(); } + // Arrow buttons + float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + if (ImGui::ArrowButton("##left", ImGuiDir_Left)) {} + ImGui::SameLine(0.0f, spacing); + if (ImGui::ArrowButton("##left", ImGuiDir_Right)) {} + ImGui::Text("Hover over me"); if (ImGui::IsItemHovered()) ImGui::SetTooltip("I am a tooltip"); @@ -1988,12 +1994,12 @@ void ImGui::ShowDemoWindow(bool* p_open) if (ImGui::TreeNode("Mouse cursors")) { const char* mouse_cursors_names[] = { "Arrow", "TextInput", "Move", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE" }; - IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_Count_); + IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); ImGui::Text("Current mouse cursor = %d: %s", ImGui::GetMouseCursor(), mouse_cursors_names[ImGui::GetMouseCursor()]); ImGui::Text("Hover to see mouse cursors:"); ImGui::SameLine(); ShowHelpMarker("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, otherwise your backend needs to handle it."); - for (int i = 0; i < ImGuiMouseCursor_Count_; i++) + for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) { char label[32]; sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]); @@ -2212,10 +2218,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar); ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)sqrtf((float)font->MetricsTotalSurface), (int)sqrtf((float)font->MetricsTotalSurface)); for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) - { - ImFontConfig* cfg = &font->ConfigData[config_i]; - ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH); - } + if (ImFontConfig* cfg = &font->ConfigData[config_i]) + ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH); if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) { // Display all glyphs of the fonts in separate pages of 256 characters diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 9ba63056..c939733d 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1349,7 +1349,7 @@ static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA " - XX XX - " }; -static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_Count_][3] = +static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = { // Pos ........ Size ......... Offset ...... { ImVec2(0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow @@ -1622,7 +1622,7 @@ void ImFontAtlas::CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, I bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) { - if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_Count_) + if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) return false; if (Flags & ImFontAtlasFlags_NoMouseCursors) return false; diff --git a/imgui_internal.h b/imgui_internal.h index cca7ff8f..11089ee5 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -83,6 +83,11 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe //----------------------------------------------------------------------------- #define IM_PI 3.14159265358979323846f +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" // Play it nice with Windows users (2018: Notepad _still_ doesn't display files properly when they use Unix-style carriage returns) +#else +#define IM_NEWLINE "\n" +#endif // Helpers: UTF-8 <> wchar IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count @@ -257,16 +262,6 @@ enum ImGuiDataType ImGuiDataType_Float2 }; -enum ImGuiDir -{ - ImGuiDir_None = -1, - ImGuiDir_Left = 0, - ImGuiDir_Right = 1, - ImGuiDir_Up = 2, - ImGuiDir_Down = 3, - ImGuiDir_Count_ -}; - enum ImGuiInputSource { ImGuiInputSource_None = 0, @@ -274,7 +269,7 @@ enum ImGuiInputSource ImGuiInputSource_Nav, ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code ImGuiInputSource_NavGamepad, // " - ImGuiInputSource_Count_, + ImGuiInputSource_COUNT, }; // FIXME-NAV: Clarify/expose various repeat delay/rate @@ -1159,7 +1154,7 @@ namespace ImGui IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0); - IMGUI_API void RenderTriangle(ImVec2 pos, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale = 1.0f); IMGUI_API void RenderBullet(ImVec2 pos); IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz); IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight